I tried to play this without a guide. I gave up after two hours. Nice idea for a game system, but we all have other shit to do in our life. Still, I respect the ambition, and the story is engrossing for the most part. If there's one thing in this game that does not need any change, it's the art style. The remake is blasphemy.

I remember it has some fun jokes.

That's all I can remember.

I envy those who can immersive in the story. My heart is too jaded, too cynical, too defensive that when a game like this try to reach out to it, it perceives it as manipulation. Puzzle design is mostly fine. The art is the main selling point, as is often the case for puzzle platform adventure genre. I'd like to see more varied locations.

Game is so boring it actually gave me anxiety. I kept thinking I missed something, and I've played quite a few "walking simulator".

It was pretty clear that since Parfait, Maruto Fumiaki has out grown this type of school slice of life story, though his mastery of the genre is still evident here.

Still couldn't believe they fit all that content in a Gameboy. The game was huge for me as a kid I never finished it.

Holy shit the final boss is annoying. I would like to complete the game, but all my friends gave up. Literally the only game I left unfinished at the final boss.

The classic art style makes a triumphant return, and the combat is the best it's ever been with some much needed challenge. But without a giant castle, it almost feels like it doesn't belong in the franchise. Exploration suffers the most from this change of formula, as evidenced by a lack of traversal skills. My guess is it was an attempt from Konami to attract a bigger audience by making it closer to RPG. Indeed, the segmented maps leave more room for storytelling and character development as they provide "down time" when the protagonist is not fighting through hordes of monsters. It is perhaps the only Castlevania game I've played so far that I actually follow the story and recognize the NPCs. The side quests are a step up from Portrait of Ruins, and add even more RPG feel to the game. Did the attempt work? Judging by the commercial result, probably not. It is a shame that Konami did not give the franchise another chance to experiment with the formula even further. The RPG-fication might lead to somewhere, but we will never know.

I was slaying it. Not sure if it was my skill level or ping that was too high.

Random encounter works in 2D games when players already use their imagination to fill in the details. In full 3D games with controllable camera, it's hard to convince me that there's a gigantic monster between me and the chair five feet away from me. The encounter rate certainly didn't help either. Almost every SMT game depicts societies on the brink of collapse, this one has human beings virtually gone extinction already. Morality is a human construct. This game being so fixated on moral, but without a human society to act upon, seems to be a paradox created by the developer. Everyone I encountered in this game tried to tell me what is the "right way", but why should I care?

The bad: there's a lot of Miyashiro to suffer through.
The good: you do suffer through Miyashiro.

Open map, see a thousand icons, quit game.

Why? Why a series that started off as a rarely seen period piece with strong sense of history shifted towards pure fantasy craziness? I want to see more of The Hundred Year War, not whatever this game is set in.

Best features in BF1 multiplayer that no one expected: music. The last charge for the last objective in the last map of operation, and the music started playing. Goosebump.