73 Reviews liked by ikissgirls


This might be a weird thing to be fond of the game for, but I seriously think that Persona 3 Reload is the most respectful instance of voice actors being recast in gaming history. To my knowledge, at least!

But, besides that, I was actually the type of person who felt like this game's existence was redundant when I initially heard of it. That said, the only version of Persona 3 I had played at the time was Portable, and I wasn't one to knock things before trying them. After playing it for myself, it was evident the jump from that version to this one was impressive, and I was silly to be doubtful.

I went from experiencing Persona 3 in my hands, on a rinky-dink, budget Android phone using the PPSSPP emulator, to experiencing it in HD, 60fps, on my fancy-schmancy PlayStation 5. When I was dead broke, man, I couldn't picture this.

It's really not just about the fidelity, though. Although there have definitely been artistic compromises in the transition from old to new, a lot of tact was exhibited, considering the fact that this new coat of paint was applied by folks who hadn't touched the original. They had a delicate job on their hands, and in my book, they succeeded.

This is what the Grinch was trying to prevent

Ufouria/Hebereke 2 was developed by a small team from a new development studio called Tasto Alpha, the heads appear to mostly be Grasshopper Manufacture alumni. From what I can tell this is only their second game, the first being a card-based RPG from last year. The sound director for Ufouria 2 was one of the composers on Godhand, the director was one of several planners on Rule of Rose. The game has a charming aesthetic, great new remixes of tunes from the original game, and a good sense of humor. It's structured less like the "search action" style of the original, and more like a scaled down Amazing Mirror with extremely lite Rogue elements. The game is about 3 hours long and the last chunk is mostly mirrored versions of previous levels.

2 months into 2024, this is the most fun I've had with a new game this year. In fairness, there are a lot of games that I would be unsurprised if I had more fun with them when I eventually play them, and some of those games are already out. Maybe I'll like Infinite Wealth more than this, but I want to play other games in the series first. Maybe I'll like Relink more than this, but when that game launched it wasn't on my radar.

A couple weeks ago Penny's Big Breakaway "shadow dropped". I don't want to be too hard on it, because it's definitely an interesting game, because I think I could reasonably speculate on what could possibly be going on in the games industry climate for them to want to rush a sellable product out the door as soon as possible, and because some of the issues I have with it could be patched. One of the main things I've found myself thinking as I try to make more progress through the game is whether or not I would care about the game's collision issues, audio problems, and general "jank" if it were a PS2 game. Next to the latest Nintendo platformers Breakaway falls a little short, but it's clear sense of style and sheer amount of content for a game of its type would have made it a must-buy a couple decades ago. It's the exact kind of game you could imagine Treasure making if they were still around today, but the standards a lot of players have today are likely part of the reason Treasure's future exists mostly in rumors.

Ufouria 2 is a much easier game than the original, but could a game with those kinds of expectations still appeal to the intended audience of the IP? We're stuck with a classic problem of bringing back a piece of media like this, is it hard enough for returning adult fans while being easy enough for the possible new generation? A longplay of the original NES game is about half the length of my playthrough of the new one; even if the game's semi-random level layouts offer a bit of padding, it's definitely of comparable length, probably just a bit bigger. If Ufouria 2 was an NES game, or a SNES game like the many Japan-only spin-offs, would we remember it? Does Ufouria: The Saga already give us the answer to that question?

Would I recommend Ufouria 2? Do I think you should wait for a sale? These are absurd questions. If enough small teams existed around the world making games of this exact scope that one game like this released every week, I know exactly how I would spend Friday night every weekend. I want shorter games with worse graphics made by people who are paid more to work less. I hope these guys were paid well.

This game is a Rebirth in the way that Buddhists believe you will be reborn as a hungry ghost with an enormous stomach and a tiny mouth as a punishment for leading a life consumed by greed and spite

A deeply messy and conflicted game that shows the strains of the capitalist need to remake this game for money versus the interesting metanarrative of what it means to remake FF7. Swings from some of the most beautifully written and heartbreaking moments in any game ever to some of the most tedious gameplay slogs ever. It is the best and worst game in so many ways. The pacing is horrid and at the end of the day i think the open world bloat gets in the way of all the good this game does have. On the ending: it wants to have its cake and it eat it too. It shouldn't. Remake set up so many big swings and this game refuses to make good on those.

A bold transition to the exact opposite genre Yakuza used to be, Yakuza: Like a Dragon oozes charm from every pore. It has some of the strongest characters, storylines, and music in the whole saga, but some of the growing pains of taking on a new genre prevent me from giving it a higher score.

Everyone should have a friend like Ichiban.

fucked up in the crib playing foamstars

Dragon Buster is the first at a lot of things. It's the "first game to have RPG elements", first game to implement permeating platformer concepts like double jumping, and even the first game to have combos where you lose 80% of your health in one interaction because the Wizards juggle you like Sol Badguy doing Sidewinder loops on you.

It's not a good game. Honestly, I don't know if there's anything good about Dragon Buster. The gameplay is terrible. If the rooms of enemies you have to fight through don't just simply decide you lose and bounce Clovis (yes, that's his name) around like a tennis ball, you still have to contend with some of the clunkiest feeling controls I've ever had the pleasure to play with, and not in a meaningful way either. It is a difficult ordeal to jump forward in this game. If you hate Ice Climber for having "bad jumping physics" you haven't seen anything! Eat your heart out!

Dragon Buster's presentation is an unbelievably bad output from Namco in this era, too. I don't get why the game looks and sounds like it this. This game uses the Pac Land engine! A game that looks nice!

Look at how Clovis's sprite looks!
Listen to how the music sounds!
What the hell happened?!

To apply some sort of thesis to all this, maybe Gamers shouldn't apply so much importance to being a pioneer. These games command a certain deal of a respect-- don't get me wrong! But being the first does not a good game make, y'know? It's more complicated than that. That's what makes the craftmanship of better "firsts" than this game awe inspiring.

Still, I don't hate this game. I think action platformers with RPG elements are just my comfort food. If I was there
in 1984 era Japan I would've ate Dragon Buster up. And truthfully, this game has one good thing:
it is really awesome that you can turn the princess that you save into a bunnygirl if you play it long enough. They really had hot stuff in '84 with her and Ki from Tower of Druaga, huh?

(And by the way, that game clears the shit out of this.)

If you hate Nintendo and love this game you are bbeing played my ... they ar e the same team. they are working together in your walls. it's like clone wars

Something a friend of mine says fairly frequently is that "style = substance," in an active effort appreciate the craftmanship behind developing a coherent presentational voice. This framework is not only correct, but very applicable when talking about RPGMaker Horror titles, the type of game Little Goody Two Shoes (LGTS) borrows heavily from in its design ethos. While not typically having the most riveting gameplay, games like these tend to excel in making a meaningful narrative out of a little. LGTS is no different, and it some ways it even exceeds many of its predecessors and contemporaries.

It is impossible to talk about this game without mentioning the art. You simply cannot do it-- and why the hell would you? The Shoujo anime aesthetic is unparalleled and stays charming from start to finish. It really does feel like you're playing an animated series, and I love when games manage to capture that vibe. While all of this is worth saying, Little Goody Two Shoes' pastiche is not as shallow as it might sound from these high but relatively blanket praises. The game fully understands how to capture the edgier side of the "shoujo" aesthetic and it continually used its fairy tale motifs in ways that impressed me. They drop the word "phantasmagoria" in this game's advertising (and achievements) and make the use of it count. When Elise shows up to the Ceramic Grove of Wheat halfway through the game, I knew I was playing something special.

The interactive elements of the game are also part of what makes LGTS' presentation so great in a multitude of different ways. Kieferberg truly is sold as this small, German town, and you the poor little peasant living within. There's some real community in the way the village is written... or lack thereof, when they start to fight over the potential mysticism causing them issues like the 1800s period piece LGTS is. Relatedly, I respect the hell out of the suspicion system. It may be far too inconsequential in a gameplay sense, but the very fact that you need to pick and choose what you say turns most conversations with folk into a phony hassle that put you in Elise's headspace. It only ever feels like you're not treated like an inconvenience when talking to your (hilariously gay) love interests.

The gameplay otherwise is decent, but where most of the problems lie. The parts of the daily management I have not mentioned aren't great-- playing minigames for food feels like busywork extremely quickly, and this time the narrative implications are not enough to save it. I get Elise doesn't enjoy it either, but I can only play Bomb Rally from Kirby: Nightmare in Dreamland so many times. I have no real issue with the dungeon design though. There's some faux RPGMaker jank in there, and I'm not saying it's even good, but like... it's (mostly) unobtrusive at worst and genuinely solid at best.

Those other problems I have are with the narrative. While very good, LGTS' is the type of story that loves to throw out 14 different plot threads and then resolve like, maybe 2 of them meaningfully. The way so many things are written as indirectly important "lore" to the main plot annoys me because the developers are not good at that type of writing. The last few hours of this game or so feel rushed in general and I found myself incredibly disappointed by how flaccid such an otherwise strong game ends. Multiple "that's it?" reactions were had.

Again, though, Little Goody Two Shoes is a testament to how difficult it is to create a work with standout presentation. Not only is it able to successfully achieve this, it flourishes doing so. A fine addition to the RPGMaker Horror canon, indeed.

Talking flowers, really?

This series has been around for god knows how long and the kids who grew up with the original game on the NES are old enough now to collect social security. So why does the series continue to go for the kiddie audience instead of appealing to his actual fans, the adults? Think of how awesome a Mario game where he swears and uses mushrooms like drugs would be. Such a shame that the lazy devs don’t understand what the real fans want.

"The gameplay theme there is 'hated danmaku for hated people'.
The game is about characters society hates, and they hate you.
Fuck you." - my friend Funbus

Touhou 10 was the series' audiovisual blossom. It was the most mystical a Touhou game ever felt, the most personality Gensokyo as an entity had ever had up to that point. Subterranean Animism had a very difficult game to follow up. Despite the odds, it delivers an incredibly meaningful addition to both Touhou's mythos and game design.

Game design wise, Touhou 11 is simply the best playing game in the series. While every game up to this point is designed well, SA is designed impeccably. The patterns get interesting early, and they stay interesting for the entire game. There is no "it gets real at Stage 4" here-- lose your focus and the game will pounce on your vulnerability like a goddamn predator. I wouldn't have it any other way. MoF can eat its heart out here.

Presentationally, this entry is almost, if it not more rich in content than its predecessor. Revolving around what is now an abandoned Hell, SA has some of the best tone setting thus far. While the soundtrack fails to compete with the juggernaut that is 10's, it's a very emotional OST. It's as if what was being used to describe Gensokyo as a world has been condensed in size to instead define Former Hell, which again, gives it incredible identity. SA also has one of the strongest cast lists in the series-- you can't go wrong with Yuugi's just toying with the protagonists (her sake NOT EVEN DROP) or Satori being a shrewd little prick who clearly loves what makes others hate her.

TH11 is awesome. When I 1CC'd this game my computer began to get very hot and it felt like Okuu was really burning me to death. This one might've always been destined to be my favorite because I somehow got the world's most awesome ludonarrative experience packaged in with the best game in the series.