375 Reviews liked by meearmph


I am currently playing this game via fan translation and oh my god is this game worth your time if you're into RPG's.

The game's sense of humor is fucking amazing. From the jump, the game sets up that you're a mysterious dude with amnesia but the game makes you be kind of an asshole no matter what dialogue option you pick and it works really well establishing your character. I don't laugh at games even with humor I can gel with but I was actually dying reading the dialogue and the dialogue choices your character has.

Early game combat is typical turned-based affair but it is really quick and snappy as I can easily see there will be like 10+ characters on screen in a battle. I don't have to get that far to know the pacing was baked into the combat well.

This game has kept a smile on my face throughout my play time so far. I usually try a game out once to say that I played it and move on, but I'm going to stick around for Metal Max 3 because I want to see if you can really fuck that dude's mom.

I'd like to know who at Game Freak was personally stalking me when they decided to make a game that directly appeals to everything I like about Pokemon campaigns. It's a smartly designed decision that this game came out, because it knows exactly what a Pokemon campaign's strengths are. Sun/Moon doubles down on the worldbuilding Pokemon is so good at, in fact I'd say it pretty much just is the game. It's constantly about Alola, every new pokemon design and area bleeding the personality and culture of the region and it never really lets up even till the end. It didn't have to end there either, Sun/Moon actually brings in a story worth a damn, all wrapped around family values concerning Lillie and Lusamine, finishing in a clash that really delves deep into empty nest syndrome.

There's a very obvious side effect of all this, and that's that you can't move probably 30 minutes without being wrapped into a cutscene. Personally I think this is fine because I prefer my Pokemon campaigns to be roller coasters since I never truly enjoy the full customization experience to last an entire 30 hours due to AI teams being incompetent enough for me to always bulldoze over them. But I do understand where people will find this an issue that walls them off from caring about the game.

That being said, I do have one more positive to cover. Sun/Moon actually attempts to have PvE rather than PvP. While I would like to cover it in a full article, to summarize briefly a main problem with Pokemon campaigns from a gameplay center is that they hit a bottleneck by conforming to AI teams. Pokemon's combat systems are practically entirely designed for a real player vs player experience where it's structured around mind games and dazzling team combinations that catch the opponent off guard, creating a neutral game where each side has to understand and infer what the other side will do next with their Pokemon. That's entirely how competitive Pokemon works and it's completely missing in the base game, where AIs are so simple that they can be bulldozed by type advantage or overwhelming numbers. This issue can be mitigated by stronger Pokemon teams but what's a way way better solution is to throw out the middleman and try to make a PvE experience that uses Pokemon combat as a base to be built atop of.

And this is what Sun/Moon succeeds at, mostly. Totem Pokemon require you to make enemy-specific strategies and brute forcing requires more effort than just leveling. This comes to a head especially in the sequel where Ultra Necrozma which is practically a playwall that demands a fundamental understanding of a lot of Pokemon's combat so that you can 'cheese' it. It's not perfect, it's a very weak step forward but a step forward nonetheless.

Overall I find Sun/Moon to be the best a singleplayer Pokemon game has been, mostly since it scratches each itch I have for a Pokemon campaign and that it has a powerful soul and heart to every hour of playtime. Also Gen 7 competitive is good enough to elevate that.

Finally picked up a PS5 cause Spider-Man 2 was too tempting and I'd been meaning to finally sell my PS4 for quite a while.

For a pack in game/tech demo meant to show off what the PS5 can do and all the unique features its rocking this is genuinely a really impressive effort. I'm actually really excited to see what this team can do with like a full non tech demo type beat! I'd genuinely love to see them expand a lot of the ideas here out far more cause the amount of polish and just shit packed in here alone is all so cool to see!

I love the level variety, how varied each level is with the gimmick sections feeling pretty fun and unique without overstaying their welcome! Just a breezy, cute, funny time that felt really great to play through!

I will however say that the thing that does disappoint me a bit (and this isn't really the game or Team Asobi's fault as much as it is Sony and their headass decision making as of late) is how empty these references and shit all feel when if anything it ends up feeling like a gallery of shit they just don't care about being dragged out to do a bit with.

You'll be walking around and see a bot dressed up as Kat from Gravity Rush/Daze and just be like "That game is dead and never coming back in any meaningful capacity", you see all these references to shit like Ape Escape and Patapon and it just reminds you how much Sony has kinda just thrown to the wind, how many franchises and games they've left behind with really clear intentions to never port or bring them over.

Like I'm not trying to be lame about this, I do genuinely really like this game a lot but the constant references legit just bummed me out the longer the game went on. Like Japan Studio is dead!

Anyway uuuuuh yeah Astro's Playroom is dope but it reminded me how much I wish Sony would vary their catalogue again. Hopefully with Jim Ryan now leaving that'll actually happen but we'll see given that this could be a deeper problem than just him. I'll keep hope alive!

Dredge more like NNGGG collapses to my knees
grab my head
more like nngggggg....
neurons firing
Jedge

Y̵a̵k̵u̵z̵a̵ Like A Dragon Mission: “ K̵i̵r̵y̵u̵ Joryu, we need you to save the cancer-riddled children of Sunflower Orphange from the Big Baby Breakdancing Gang! I’ll give you 5,000 Bronze Dragon Points if you can finish them off with this flaming dildo shaped like a copyrighted anime character and livestream it all on Snitch.tv!”

Y̵a̵k̵u̵z̵a̵ Like A Dragon Cutscene: “I’ve survived past the point of death so many times, often in the place of others who meant so much more to me than I could have known in the moment. Only now, as I face my own end, do I understand the true pain of feelings left unsaid. I tried to live without regrets, but the consequences of a life left living are inevitable.”

------------------------

Long - though comparatively short by franchise standards - periods of drama wholly contingent on the viewer's pre-existing knowledge of plot and history from Yakuza 0, Yakuza, Yakuza 2, Yakuza 3, Yakuza 4, Yakuza 5, Yakuza 6, Judgment and Yakuza: Like A Dragon exist in tandem with tutorials for complex game systems like "using the map" and "doing a kick", highlighting the epic contradictions this saga repeatedly unfolds and upholds upon itself. If you're an insane member of this subcultural phenomenon and have played through all ten games in the series, there is no spiritual need for anything beyond Kiryu's story, but ultimately all the Level-Up Daily Login Bonuses are in service of this game's overarching theme of going through the duties while you watch the exterior world move further away from you and begin to accept life in the interior world built for you by the actions of your past. Either you're new to this and woefully out of your depth (don't worry, Joryu will help you), or you've always known the man who erased his name and are now compelled by brotherly honour to remain with him until the end.

AA-games are back! RoboCop is back! Teyon did it, they got Robo loaded up full of baby food and Oreo cookies and put him in a good video game!

It's hard to imagine what RoboCop would've looked like without director Paul Verhoeven, who famously threw his copy of the script in the trash and only dug it out at the insistence of his wife. It is even harder still to imagine Johnathan Kaplan turning down Project X to stay on for RoboCop, or how the film would sound without Basil Poledouris' excellent score, or what shape its themes and humor would take were it not for Michael Miner's thirst for corporate blood. I cannot envision a version of RoboCop absent of Peter Weller, Nancy Allen, Ronny Cox, or Kurtwood Smith bringing Edward Neumeier's characters and world to life. Making a sequel game intended to be accepted as part of the series canon is a tall task, and it's one Teyon managed to pull off about as well as Terminal Reality did with Ghostbusters: The Game. I don't know what's up with these movie franchises struggling to find their place in modern cinemas instead getting excellent games that actually understand the source material, but I'd buy that for [Sixty US Dollars.]

Obviously, RoboCop makes the most sense as a first-person shooter, and for the majority of Rogue City, that's exactly what you get. Stomping around in open environments, rarely taking cover as you blast junkies into hunks of meat with your Auto-9, because RoboCop can take it. Every firefight plays out like the factory shootout from the first film, homing in on scum while shots glance off your solid metal chassis, occasionally grabbing enemies to fling into concrete walls and through high-rise windows, or chucking cans of gas into crowds, or CRTs into skulls, you know, if you want to be a capital C Cop.

You can pick up a variety of other firearms, but outside of the opening few missions, there's very little practical reason to do so. The Auto-9 gets the job done, start to finish, and it can be upgraded with PCB boards that can increase penetration, damage, and add additional upgrades like bullet split. I ran through most of the game with a board that provided unlimited ammo, an auto-fed clip, and enhanced gore. The end result is, in a word, ridiculous. Teyon ought to be commended for making the Auto-9 feel every bit as good to use in the game as you'd expect it to from watching the movie.

These linear sets of shooting levels are interspersed with trips back to Rogue City's two hub areas: the police station and downtown Detroit. It's during these sections of the game that Rogue City more closely resembles an immersive sim, with dialog trees and skill checks influencing the outcomes of side stories. Blowing up chop shops and de-escalating stand-offs by promising the perp three hots and a cot (a veritable golden ticket out of the hellscape of Detroit) can be initiated at your leisure, usually between handing out tickets and dancing for children. I like to call that serving the public trust.

It's just a shame that skill checks and the number of available side quests dry up the further in you get. A lot of it feels front-loaded, though there's still a lot of joy in walking around downtown and seeing the residual effects of those early choices. Near the start of the game, I had the option to let a graffiti artist go or fine him an unreasonable amount of money. I decided to uphold the law and bankrupt his ass, giving me the prompt "RoboCop has made an enemy of the graffiti artist," and later causing a large anti-RoboCop mural to appear in retribution. Don't know how he afforded all that paint. Scumbag probably stole it.

The subversive humor of the movie is alive and well, though the writing is a little flat near the start of the game and some performances are a bit questionable, save for Peter Weller who reprises his role as Murphy/Robo and doesn't sound like he's skipped a day since RoboCop 2. Once things gets going, Rogue City keeps its momentum. Literal bratty children lecturing adults on not voting (who in turn threaten to punch them in the face), letters from prisoners upset that they're forced into a baking program that makes them look soft, and Robo reuniting an elderly woman with her lost cat before destroying all her personal property in a shootout and just leaving is so perfectly in tone with RoboCop. There's plenty of direct references to the movie as well, and they never feel out of place, like the Delta City model one of OCP's executives collapsed into being unceremoniously stored in a supply closet that you can explore, or Kaplan again calling for a police strike in every scene he's in (Cops don't strike!) In any other game these callbacks could feel pandering, but in Rogue City they provide a sense of continuity.

Unfortunately, Rogue City runs about as well as RoboCop does while trying to arrest Dick Jones. I frequently had visual effects stop working, including a screen that was meant to depict a key character during a climactic moment in the game which remained blank. Audio frequently desynced and became covered in a heavy whine that required me to reset the game more than once, and artifacting is noticeably present during camera cuts when characters are talking. Temporal anti-aliasing also rears its ugly head once again, caking Rogue City's visuals in a muddy filter.

If Rogue City were a bit more cleaned up and embraced the immersive sim model more fully, I'd say this is a 5/5, but even as-is, I had more fun with it than most AAA releases this year.

Geno from Newgrounds and GameFAQs finally gets his own video game! Will Nintendo do a Pico game now?

"This is a shelter. There's nothing to steal. Get out." and he did! - A secret dialogue when Aunt May talks to a promising Brooklyn Kid from 2018's Marvel’s Spider-Man.

This conversation is incredibly important and details how strong May’s willpower is to face off a major villain all by her lonesome. And her nephew Peter Parker AKA Spider-Man also inherits the strong willpower to face off dangerous adversaries. And the sequel is no different giving off the same phenomenal faceoffs, secret dialogue, and payoffs. Speaking of face-offs. The Spider-Men will struggle against new foes on the hunt with a different flair from the earlier. Like noticing sand in the air… Hmm… Strange… Guess the forecast for the day is sandy, with little chance of rain. A pity. Still what remains from the foreboding skies is a bolder game from the previous installment with new developments and reaching higher wings alongside venomous tidings. And yet a question arises whenever any game receives a sequel and follow-up. Is it better? And 2020’s Marvel's Spider-Man: Miles Morales? The short answer is yes. And the long answer is a bit complicated to call this almost everything I wish for.

Before I start I have to say I’m no expert regarding how sequels do a stronger job than the predecessor. In my eyes the next entry has to meet certain criteria to call itself worthy. I won’t bore you with the exact standards because sequel principles vary for every other individual and everyone has their own values on which they can base. To put it simply and succinctly I’ll say if any of ‘X’ improves that the earlier entry didn’t. Then that should be enough. I’ll attempt to condense my thoughts as to why Marvel's Spider-Man 2(MSM2) exceeded my expectations to the point I think it is a spectacular must-play for those who enjoyed the first and follow-up game. Without any spoilers. I’ll try to vaguely reference without hinting at anything concrete. If I fail to do so, you have my permission to send me to the dark dimension. First, the story. Moving past the sinister plot in the beginning and set up with Morales in the follow-up. Two strives to enrich the player in becoming not just Spider-Man within the game, but the man behind the mask. A focus on Peter Parker's desire to become a better person while Miles struggles to become a better Spider-Man. It features new villains kraving for a final hunt, a return of a scaly foe, and one para-. Man New York City can’t catch a break huh? Gotta stay positive and not negative with the webhead's rogue gallery eh?

Gameplay is a solid step up from eating decent pizza from before. Now we're having quality dishes served for NYC’s finest without a certain J. Jonah Jameson(JJJ) harping on our heels. Same but with improved combat and traversal mechanics. The former received new abilities to utilize like spider arms reminiscent of Parker's greatest enemy. Switching between the older and wiser web dude to a Brooklyn kid. So, you can’t go wrong playing as either a mentor or a fresh dude on the block to help the innocent. Morales has youthful, vibrant enthusiasm for taking on his new role from his debut and MSM2 demonstrates a wonderful way of how he is coming to terms with helping beyond Harlem for close to a year since his debut. As you progress further you can unlock new abilities once you accrue enough experience, allocating tokens for new suits and gadgets. These help instrumentally and leave a nice way to keep the gameplay fun factor fresh and exciting. Costumes allow you to customize each protagonist's looks with favorites like Cat Bodega and Scarlet + 2099 suits with classic into and across the spider-verse outfits. Honestly, there’s plenty to unlock to suit your needs heh. Gadgets return, a tad bit simplified from the many weaponry you could utilize, but it's not a downside since you have new abilities to utilize. Both arachnids have their skill trees with a shared linked tree to take advantage of new combat moves on foolish baddies. Super cool. The latter concerning traversal introduces a new form of travel in the form of webwings. And I kid you not, I felt like I was transported back in my childhood playing Spyro once again except taking inspiration from the guiding wind mechanic from Ghost of Tsushima in the form of wind tunnels to guide and accelerate our web slingers across blocks and tall skyscrapers. The new addition is very satisfying to a degree I find myself forgoing fast traveling multiple times to woop in delight as I soar to the skies and keep my arms by my sides to keep my speed in tip-top form. Ah, magnificent. Man if Vulture or Shocker were here, I bet we could fly circles around them.

Side activities (including city-wide collectibles) are a remarkable improvement. In the past I had mixed feelings about them as a whole since there were some activities worth completing to become a taskmaster with some caveats. In the 2020 game, they for the most part improved on the side content a vast deal. Here they’ve taken a sensational upgrade, with minor blemishes I’ll discuss later. Without going into too much detail to prevent spoilers. Mysteriums, photo ops, M. memories, Flame, FNSM App, prowler, EMF experiments, cultural museum, Brooklyn visions, and hunter blinds/bases are satisfying to complete in my honest opinion. To give a brief praise why: Mysteriums offers both a visual treat and somewhat of an extension from 2019’s Far From Home film concerning a mysterious baddie. Taking on handicap challenges to defeat within each location. Photo ops return. You gain cool NYC lore from Pete’s old Daily Bugle coworker Robbie Robertson. M. Memories, offers a melancholy monologue from the man who has sand, offering the big question of why he’s here and what he was doing. Moving on, The Flame quests is a nice departure from the pleasant vibe of the city, detailing a very serious tone and atmosphere bringing a familiar companion back to spice up moments. Love the companion of which I wont to say the name, but I’ll keep it as a surprise. The development the individual undergoes with Parker is a must-see and offers a tantalizing tease of a possible DLC. Anyway, the friendly neighborhood Spider-Man app returns taking cues from 2020’s excellent side-content to help the troubled New Yorkers in the Big Apple is without a doubt spectacularly strong. They’re not the most fleshed out, not visually stunning nor are they dropping maximum compelling narratives with eyes glued to the screen nor do they offer awesome scenes with the funnest gameplay inside. Instead, what is here is simply helping your everyday citizens. And while others might see this as “meh not worth it then!” I assure you if I were to rank all the optional content. This would easily be at the top. Two requests in particular brought home an excellent display of the man behind the mask to help the people in need. Howard and the Grandpa's request demonstrate the little things of simply talking with a person in need resulting in I would say superbly profound dialogue I witnessed. I want to say so much more here and why I appreciate these two requests in particular but I’ll refrain. Suffice it to say, please complete them. The other quests from the app are also beneficial to do to a lesser extent displaying humorous & serious content.

Prowler stashes. A banger job to showcase more conversations between Miles and his uncle. Very nice re-connecting filled with bonds, love, redemption, and greater insight into the brotherhood between Miles' father and his brother. Excellent addition from the 2020 follow-up. EMF experiments, please forgive me for not saying the acronym, but again a pleasant surprise for when you learn-ingame. This features creative tasks to do in a similar vein to the research stations in the first installment. Here were charged with healing the world. Using methods to help citizens via finding alternative sources of food, preventing pollution, and providing new means to make the world a better place. Much like how Pete and Doc did with their start-up. Terrific to do featuring different tasks like blasting wasps, testing out a new bike, and more. Man, I couldn’t get enough of these. Cultural Museum surprised me considerably in enriching the player on notable African-American idols while intertwining an investigation spearheaded by none other than Miles and his mom. Finding clues as to who would try to steal priceless artifacts related to music. Nice to see them not just for culture learning, but bonding with his mom. Brooklyn Visions is a series of simple, yet creative tasks on Miles' high school to help his fellow students. Sneaky Insomniac pulling inspiration from Talos Principle puzzles, a rescue, a very heartwarming quest to help a student help facilitate a proposal for homecoming, etc. Lastly, Hunter blind/bases offer a classic clearing out hideouts, but I felt they’re more reduced in quantity and far less in numbers which is a smashing plus in my books because the previous game featured them too much imo. You also get a nice slice of lore background upon completing them. So worth it to complete. And it is cool to flex out new powers to test on foolish goons who still think once again they have a chance at defeating the spider-bros. Seriously, these guys never learn…

Speaking of learning, the devs learned quite a lot since their debut with the webslinger back then. I am over the moon to say there are plenty of interactions of the men behind the mask to show, don’t tell. And this is huge because at the core of the wall-crawler is a man who continues to struggle to manage his personal and hero life. His relationships with Mary Jane Watson and Harry Osborn, two lifelong buddies, are instrumental in giving him the push and nudges he needs to support him and vice-versa. I witnessed endearing flashbacks back in high school, I spent a well-earned break with my loveable comrades in an amusement park. Taking the time to wisely, but gently push Miles to remember his college application. And partake in an old memory with none other than JJJ. These memories are vital to Pete’s mental health and maintaining a healthy balance. It is something that was touched upon earlier, but I felt it coming more into fruition here to a high degree. This coupled with interesting gameplay sequences like finer stealth sections and not drawn out added a stronger tie to the plot while delicately embracing bonds, friendship, brotherhood, and even love. Magnificent to witness and playthrough.

Also, I can’t believe I’m saying this, but I like JJJ’s podcast. Shocker I know. I didn’t before since dude continues to be a douchebag. But the sheer amount of mental gymnastics the man has to go through to tear apart the Web menace/s is quite frankly amusing to hear. More so to listen to how he included Miles in the equation with Spider-Men. But I have to give props to him. Due to one segment in the game, which made me go “Huh I didn’t think of him that way before.” A layer was peeled off upon completing the segment and in a way brought a shaky new light to him. So here’s to you Jonah I’m giving you the praise for doing that. Although, I can never forgive you for smearing Pete’s name over the years… manchild never quits having a hate mode for all things web-like.

Before I forget I have to confess on coming into this game doubting how much Miles will contribute and I’m glad to report how wrong I was to think of that. There are plenty of main story and optional quests to undertake which do a sizzling job of contextualizing the kid becoming a man, and transitioning his life from high school to college all while maintaining healthy relationships with family. Despite hurdles along the way, he manages to help his mentor in becoming a reliable partner. Shows no fear in telling the truth and admits when he’s wrong to become a better person. Struggles internally with understandably traumatic episodes with unresolved emotions toward someone I shall not name. But here, we see so much relatability emerge and how the human element of Miles shines brightly among the darkness. And most of all he’s not alone, others think highly of him and support him when he needs it. Like Hailey. There is a wholesome segment regarding her which made me reminiscent of Jet Set Radio Future oddly enough. Pretty rad.

Before I move on, I must talk about the fantastic accessible settings the game features. QTE autocomplete, puzzle/explicit hints with skipping, chase assist, dodge/parry timing increased, swing/parkour mode, tricks mode, and turning off visual effects like motion blur and depth of field is an absolute godsend. I kid you not I abused these settings without an inch of shame so much so it increased my enjoyment of every aspect of the game to the nth degree. No more failing chases, no more head-scratching puzzles! There are loads of different and varied ones you can complete so it feels good to try and solve them before resorting to the skip option. Moving on, forgiving dodge/parry mechanic, auto web-slinging, and turning off unneeded visual effects help so much in making the hero’s life easier. Don’t get me started on the quick-time events. I love watching the cutscenes uninterrupted without the requirement to press a button. I get it if others like that, but for me, I prefer a smooth scene to watch, soak in the dialogue, and take a breather from intense action sequences. At least it's not Hideo Kojima long cutscenes to movie length here… Despite the fact, that I love long cutscenes heh.

As much as I love the game. I did have some mixed feelings. Not a positive or a negative, but for the sake of transparency I’ll note them below, since I think these elements could’ve been improved, cut, or redone. Let's start with the big one.

Two villains needed more screen time and development which was another case I talked about previously for the 2018 game. And while I didn’t make a review(yet) of Miles Morales I completed the game twice to get a feel of them. From what I could ascertain, the 2018, 2020, and 2023 arachnid games share similar problems with not enough focus on antagonists/s which I won’t name. Twist the knife deeper and attack one of either spider’s family/friends, more depth to the bad guys, more missions. Additional screen time and development. Etc. While MSM2 improves tremendously in doing something for past foes. An element I liked to see. Nonetheless, I was hungry for everything above on my suggestions regarding the two. However, I think the devs do a good job of fleshing out enough of the rest you’ll come across later.

MJ stealth missions are back and while I was dreading their possible resurgence, I have to admit it does improve a bit from the original formula. Thankfully not dragging out too much while giving her enough new tools to help. Their frequency of coming back to these sections is enormously lessened too. Granted I believe they could’ve forgone with some of this or implemented other changes than a back to the old rinse and repeat method. The director sure ain't caring a whole lot it looks like, which I think speaks volumes about her stealth sections. So perhaps it’ll change in a possible third entry? Though considering his words I heavily doubt it. Would love to be wrong though.

Several activities needed major improvement. Such as Spider-Bots return in certain parts of the game and as a collectible to collect which I love, but this time I'll discuss strange spider-bots in random parts of NYC to capture. I find it mega lacking since both web dudes will say a brief comment and a very short note in the collections menu. Felt this could be improved like how finding backpacks included a nugget of lore for past Spidey villains. They could’ve added a recording from where the bots originated to confuse Parker and Morales on why the information being extracted feels so unfamiliar and familiar. Nonetheless, the reward for collecting all of them is such a tease for fans. So I recommend it despite my thoughts on it. Furthermore, one optional activity is rinse and repeat following a drone. With barely any payoff in the end. Nice to know the outcome, but I think this could’ve been constructed differently to make the gameplay more engaging. Thankfully there is a button you can press in the menu to skip the activity altogether, yet this is merely a band-aid instead of a proper solution. The [redacted] nests are pretty repetitive time-limit challenges to complete by preventing enemies from destroying a device to destroy said nests. An easy alternative would’ve been to include more lore/worldbuilding here or replace it by having our heroes rescue our allies. Granted I will give credit for making it a cleanup task to do.

Finally, there is a stretch of the game I won’t pinpoint while excellent in its execution I think the section needed more time fleshing out. At least two to five plus hours more to let the events that occur settle in and explore more complicated nuances in what happens in friendships/family. This ties into the [redacted] nests from earlier along with more missions to showcase devastation, further ramifications of a character's actions, and worthwhile optional content related to it. Why not a side mission to save some close friends? Family? Heck, even JJJ. Introduce new enemies taking advantage of the city and criminal team-ups. I had heavy nostalgia despite the fact I’ve barely played any Spider-Man games. And there’s one in particular this game takes large inspiration among other things like the films.

One silver lining to all these mixed feelings I have that it doesn’t impact my overall experience too much. The full package of controlling either Spider-Men and living their private life is as gratifying as it is to see their hero life continue among troubled times. Which reminds me of one quote that the dev’s continue to hit time and time again to marvelous effect. “-nothing ever turns out 100 percent OK; he's got a lot of problems, and he does things wrong, and I can relate to that.” From a Stan Lee interview with the Chicago Tribune. We see constant internal and external forces continuing to batter our strong-willed protagonists to the point I was left on the edge of my seat at times. Saw them during their darkest moments. Leaving me filled with dread and anxiety. Yet despite these tumultuous emotions. There is careful thought, precision and passion in crafting original new material while taking great cues from classic sources we know like Raimi’s Spider-Man 3. among certain liberties with one of their IPs to excellent effect. Making MSM2 almost like a careful love letter without treading on familiar material to utilize. Embracing realistic and surprising scenarios sending my eyebrows nearly to the top of my hairline and my eyeballs close to expelling from my sockets. So you could say I was pretty impressed by how far Insomniac continues to twist the narrative to make it both compelling and impactful to newcomers/ veterans well used to spidey lore. And boy oh boy are we in for one hell of a ride with a spectacular duo. If this is how much Insomniac upgraded after several years, I can only shudder at how much a third possible entry would reach in the future.

8.5/10

Additional Material:
Why Miles is the MVP - Major spoilers to endgame, good focus on Miles parts.
Villains and %^&$ - Same warning as above, related to what I discussed early on villains doing something
Black Suit $%^* - Same warning as above - Related to my last point in mixed feelings
Discourse on Peter and Miles - Same warning as above - I’m hesitant to link this since I think its kinda controversial in the fandom, but I think its good food for thought. Regardless, I agree with OP.
Marvel Spider-Man 2 & Raimi’s Spider-Man 3 scenes compilation - Same warning as above. Related to my point on Raimi above. I love it.
MJ in Spider-Man 1 vs. Spider-Man 2- minor spoilers, but meme sums up her performance to a T.
If this Be My Destiny - Fascinating look on early Spidey and one of his most defining traits.
My spoiler thoughts throughout the game up to the post-credit scene - same warning as above
Spider-Man’s Marriage- Not related to MSM2. But this recent news is so uplifting I have to share it since we’ve been in major dark times ever since Paul was introduced in the comics. Finally, good news.

The ACAB leaving my body when I throw an enemy into a group of five and they all explode on impact

https://i.pinimg.com/originals/22/79/d9/2279d99097527cb55d0353227c91790a.gif

Robocop: Rogue City starts tonally similar to the first movie with Robocop himself feeling like a monstrosity as enemies cower in fear and only charge at you when taking high doses of PCP. Robocop isn’t a badass, but the husk of a man denied peace in death that has been turned into a machine for corporate use. It's effective and shows that the developers at least understand the source material on some level.

However, that quickly falls to the wayside as the game becomes pure power fantasy. Usually, this is where I would complain about this being a failure akin to making an unironically "cool" Starship Troopers game and that any attempt at a sincere exploration of Robocop as a tragic character is undone by gleefully exploding enemy heads fruits, leaving coats of thick, raspberry jam all the walls.

But it's hard to care when it's just so much... fun... Robocop feels fantastic to play as you pick-up fucking motorcycles and throw them into crowds of enemies or shoot mercenaries in the dick because the rest of their body is covered in armour.

It's also the closest we've gotten to a game structured like The Darkness in forever. Levels are broken up by small, dense hub areas that provide many side quests of overall sound quality (we love saving kittens from burning buildings and solving political murders).

Decision making highlights an exciting concept even though it isn’t complex nor does it necessarily shape the world. Robocop has three prime derivatives: serve the public trust, protect the innocent, and uphold the law. Interestingly, Rogue City posits that sometimes the first two are in direct conflict with the latter. For example, the game has an obfuscated binary morality system that involves public trust vs. upholding the law. You will make decisions that may bend or even break the law to protect a citizen, but this will increase the public's trust in Robocop, suggesting that often, the law is not justice.

But it has its.. trouble. While it is very obviously anti-corporate and pro-citizen–one of the components of the plot is that OCP is essentially scamming homes out from underneath Detroiters so they can create a new city on top of the ruins of Detroit–; its message is muddied by its dedication to not showing the police as an inherently antagonistic force under its socioeconomic system and instead as a force for good within the community with rotten apples and corruption from corporate influence. Politically, the developers are so close, yet so far.

Nevertheless, Rogue City is pretty fucking great and feels video gamey in all of the right ways. It proves that we desperately need more focused, small-scale experiences that aren’t designed to capture a 90+ score on Metacritic.

I was looking forward to Rogue City ever since its announcement because Teyon’s previous game, Terminator Resistance, was a janky, yet solid game that genuinely felt like a quality coda to Terminator 1 and 2; so I was anticipating what they would do with adapting another beloved 80’s sci-fi movie. Rogue City proves to be a step up over Resistance as well as how Teyon is really starting to come into their own as a great FPS dev. As I’ve seen people bring up, Teyon feel like the spiritual successor to Starbreeze in how they design their FPSes, namely on having hub level design with sidequests to do that add a bunch of character to the cast and world.

Rogue City captures the tone and spirit of its source material so well, even better than Resistance did for Terminator. I was a little worried at first that Teyon may not get Verhoeven’s biting satire of Reagan Era America, but I was glad to see they definitely did. There’s no shortage of darkly comedic radio ads and other bits of environmental details that capture Robocop’s satirical cyberpunk setting, like for instance how selling organs to dedicated organ dealer corpos have become an officially sanctioned way to pay for healthcare. The writing overall is actually quite good too and manages to be a worthy follow-up to the original movie as well as actually working in the sequels in interesting ways. There is some legit funny moments and its cast of OC side characters are fleshed out enough to be entertaining. Teyon’s love of the series is so clear as they put so much care into bringing Robocop into game form and one of the clearest examples of this is that you can shoot every human enemy in the dick.

Teyon captured playing as Robocop so very well. Murphy is just a powerwalking juggernaut, throwing goons around like ragdolls and exploding them with a punch. Robocop’s Auto 9 also feels powerful and the game has a neat upgrade system for it where you find upgrade boards that you can tweak with circuits you find that can give you give better damage, bigger magazines, better armor piercing, and unique upgrades like an autoloader. The boards give you a nice bit of customization on how you want to spec your gun.

The game does actually have some roleplaying too as Murphy has different skills you can go down that can grant you new abilities like a charge dash, bullet time, and super armor. There’s even instances where your skills come up in dialogue and can affect missions. Unfortunately, it doesn’t fully utilize like them like say Deus Ex and VTM: B did. Like for example a high enough engineering skill lets you hack turrets, but turrets don’t really show up until towards the endgame and in most instances physically trying to hack the turret terminal is impractical compared to just shooting them. I do still appreciate the ambition and it does add some nice flavor to the game. There is a neat roleplaying mechanic around how you have Murphy treat his directives, namely if he upholds the public trust or the law and how the law isn’t always right. It doesn’t dive into this dichotomy too much, but its nice little facet in an FPS based on an 80’s movie to have, and it does affect your relationships with characters and how some things play out in the ending.

Really the only complaints I have is that the first ED-209 fight could probably use a second pass because they barely give you any weapons to fight it with so it’s pretty spongey, especially if you didn’t really spec into combat skills at that point in the game like I did and it’s even more apparent in the later fights where they give you armories to fight them with. I also lost saves that took me back a bit, but it only happened once, and the rest of the game was otherwise smooth sailing.

Rogue City overall is a great game with a whole bunch of charm and clearly made with a lot of love and care. Definitely recommended for not only Robocop fans but anybody who just wants a good ass style of FPS that we don’t get as much of anymore. Also yeah, gonna echo a sentiment I’ve been seeing and say, “Teyon make Escape from New York next, please.”

Haven’t played yet but he erased his deadname? I’m so happy for his transition

MJ: - Peter, I want your cock
Harry: - I need your cock now, Pete
Kraven: - Actually, I want his cock in my collection
Venom: - OUR cock.

"Are you ready for the sexualising minors in your story lesson?"

Kazutaka Kodaka gulped.

Katsura Hashino nodded.

Nisio Isin blinked nervously.

"Yes, Gen Urobuchi" they said in unison.

once the hype dies down its gonna be really cool to pretend some NSMB game was the last authentic mario game, and that wonder is somehow cynical or underbaked