2008

Weirdly prescient commentary on the United States' invasion of the Middle East, maybe the most of any game I've played. That's less in praise of Haze and more an indictment of games. At least, until it jerks the wheel into radical centrist both-sides equivocating at the end there. The DualShock 3 is still a miserable little device with horrendous input lag.

I didn't hear a single KoRn song??

The shine really started to come off the apple for me by the end, but I suspect that's mostly due to the Wii remote being an abominable little bastard. It's still the best Prime game, and it still has a firm place in my heart, but there are so many little things that chip away at my enjoyment of it. The knockback, the emphasis on morph ball platforming, the emperor ing boss' final form not actually suiting the way gunfire works in this game, the way light ammo is always drained and so rarely replenished, and the hunt for the temple keys is an unforgivable sin. But everything else is straight fire. Just . . . Don't play it on Wii.

I love me a janky game with a lot of great ideas that it's reaching really hard to achieve in ways that more polished games just don't. Kane & Lynch was probably a lot less interesting at its time. I've really only known it all these years as the game whose review started the saga of Jeff Gerstmann's firing from Gamespot and subsequential launch of Giant Bomb. Kane & Lynch: Dead Men has some of the worst gunplay I've ever encountered, but it's also head and shoulders above its peers in so many of the other details.

Marvelous. Played it with a GunCon 2 on a huge Trinitron in a small room in the dark with surround sound. The atmosphere is masterfully sculpted in a way I find inspiring, and the light gun control scheme flows so effortlessly.

They fixed the input latency of 2 and 3, it looks and runs beautifully on a PS5. Can't believe it's ten years old, it looks great. The soundtrack is excellent as well, I wasn't expecting that.

Absolutely baffling on every level. A bleary-eyed fever dream like I've never seen. Combat has an incredible rhythm to it, feels incredible. Jank as all hell. I adore it.

Didn't actually finish it, though I may go back and do that some day. It's still Disaster Report, but unfortunately it's . . . The fifth best Disaster Report. It's lacking a lot of the charm of the previous games, though it still retains the jank which is plenty charm enough. I didn't love it as much as the others but I'm grateful for it nonetheless. Love me some Granzella.

This time around it was just too much for me, I'm sorry to say. Gave it a good 30-something hours, but it burned me out. I don't like it when games are so big they're intimidating. I think this one was just a few too many moving parts, a few too many gates kept by way of resource grinding. It's damned impressive but I just didn't love it this time around. Sorry dude.

I mean come on, man. It's DDPR, it's a legend for a reason.

A slightly better remake of a great spiritual sequel to Resident Evil 4. Excellent.

A very strange note for the series to go dormant on. It's all right? It has some ideas that don't all work super well, necessarily. Played on the highest possible difficulty to try and get some of that classic Rainbow Six feel, and it was all right. Story is fully nonsense but that's not really important.

One of the most satisfying action platformers ever made.

My review for Cane & Rinse:

My wife and I have been playing through Yakuza 5 together, and at the time of writing this we're in the second "half" of Chapter 3.

At this point it's become quite clear that the bulk of this entry is made up of these individual characters' respective minigame-oriented campaigns, for lack of a better word. I suppose one could skip these segments when given the opportunity, to advance the primary story forward. But I'm so deeply endeared to these different threads. Kiryu's taxi/street racing career, Saejima's hunting/trapping journey, Haruka's quest for idol stardom, whatever Akayama's thing ends up being, my heart is bought all the way in.

But it's not the mini games themselves that interest me. They're fine, they're functional. Taken separately, they remind me very much of SIMPLE2000 releases of yore. The most interesting thing I've noticed so far in terms of (drumroll please) ludonarrative cohesion (I'm so sorry) is the two separate rhythm mini games for Haruka's dancing events as they compare to each other, and relate to their contexts. The mini game for a street dance battle is very improvisational. The button presses come in a shuffled order, with randomized meters subdivided to the song's tempo. Having to select the appropriate track with the d-pad before hitting the corresponding face buttons is, I think, an interesting abstraction of Haruka's personal creative agency and expression in an improv street battle like this. Particularly compared to the mini game for the formalized, rehearsed sessions. Those are events, designed to be practiced to a point of comfortable familiarity, and the rhythm game reflects that. You don't need to select a track, because Haruka knows what's coming and when. This is further cemented by the significantly longer note tracks, giving you ample time to prepare, as Haruka is thinking about the next several steps. This is a practiced routine, she doesn't need to think about what she's doing, only how she's doing it. I hope that makes sense?

Kiryu's mini game is more directly tied to the main thread of the game's central plot, and (Whoops, looks like I either meant to return to this paragraph, or perhaps wrote and deleted something here, my apologies!)

Saejima's may have been an exercise in tedium at times, but it felt like I was helping this digital man do the honest hard work of helping to provide for this village that had saved the lives of himself and his friend. It made me proud to take my large adult son Taiga out to the small "Main St." pathway that serves as the village's communal gathering place of sorts, talk to everyone to learn how he can best assist them, and then load up his gear to go up on the mountain for the day, keeping an ever-vigilant eye out for opportunities to help out the locals.

This is already getting too long and if the resident Sega Arcade Racing Game Dork starts talking about Kiryu's quest we'll be here all day.

Suffice it to say that this game has been a delightfully welcome sherpa-lined throw blanket during a particularly cold and wet Seattle winter. I wouldn't want the whole series to be restructured this way, but having at least one entry that's primarily built out of a bunch of bespoke communal activities has been immensely relaxing. Regardless of anything else, this is the coziest Yakuza game yet.

Edit: I forgot to mention that Haruka's hoodie & t-shirt combo is colored like she's mimicking Uncle Kaz and that's adorable.

Played through it once on PC and a few times on Saturn. EA:R is a masterpiece of arcade action game design.