76 reviews liked by mssq


Everyone that follows or knows me might know that I'm a huge Dinosaur nerd and I'm also a huge fan of the Resident Evil franchise. What do you get when you combine these two things, correct Dino Crisis. Because of that I always wanted to play Dino Crisis for years but for some reason my Dino Crisis 1(PC) Version doesn't let me save my progress. Then I tried to play Dino Crisis 2 and luckily I can save my progress in this game. So here we are and the first thing that I noticed quickly is that Dino Crisis 2 isn't a survival horror game in the style of the Resident Evil like the first Dino Crisis was. It's more of a arcade like game and the majority of the game comes down to mowing down hoards of dinosaurs this may sound repetitive but the game manages to stay interesting by frequently giving you new weapons to fight all kinds of prehistoric reptiles like Raptors, Oviraptors which are your main enemies but you will also encounter Allosaurus, Triceratops and even Marine Reptiles like Plesiosaurus or Mosasaurs. I was surprised that Dino Crisis 2 even included lesser known prehistoric animals like Inostrancevia. Yes, I said "prehistoric animals" on purpose because Inostrancevia, Mosasaurus, Plesiosaurus and Pteranodon aren't Dinosaurs but this was just the Dinosaur-Nerd in me getting the upper hand. Visually the game is still beautiful if you consider when it was released and same can be said about the surprisingly good looking cutscenes.
The controls are arguably the best and most responsive tank controls which is necessary for the arcade like gameplay. Dino Crisis 2 also throws in a few rail-shooting segments which were extremely fun and a a nice change of pace. All in all I really enjoyed this game, it's not hard to beat because of it's focus on action and the arcade like gameplay that rewards you for high combos. I would have like a bigger focus on survival horror but thanks to the genre shift Dino Crisis 2 manages to create it's own identity. Yes the story is nothing special, still the big variety of enemies, weapons and set pieces made the gameplay very entertaining. But the water segment can go fuck itself. Now Capcom, please give us a remake of Dino Crisis 1.

Games I finished in 2024 Ranked

Amnesia has practically become a sub-genre of survival horror unto itself, its tropes consisting of the Lovecraftian entities that stalk in the shadows, a trapped, defenceless protagonist and also having the worst light sources known to man. The third entry in the iconic franchise, entitled Rebirth, was a demonstration of formula’s flexibility within a complete change of scenery, some of which taking place in broad daylight. The Bunker still manages to bring plenty of new features to the table whilst remaining, undoubtedly, an Amnesia game.

This one, set during WWI, follows a French soldier, Henri Clément, trapped in the titular bunker filled with corpses of fellow soldiers and a lurking Beast responsible for said corpses. Much of the horror comes from stumbling around in the dark looking for key items that will help you escape, while the Beast pursues you from inside the walls. As with the other games, several aspects add to the stress: there’s no sanity meter when you’re plunged into darkness, but once the generator runs out of fuel and the lights go out, it’s only a matter of time before the monster comes after you; likewise there’s no scarcity of light sources like before, but your shitty wind-up torch is noisy and puts you at risk. Generally, sound is put to effective use and is key to survival, especially in how the directional sound of the monster can indicate where it might pop up next.

The semi-open world of the bunker demands that the player explores each area at a time, returning with new supplies as frequently as possible and really considering ventures out of the safe room. It’s satisfying when a well-planned trip rewards you with game changing items - such as a wrench or bolt cutters - that allow you to venture further into areas previously unreachable. Similarly, there’s nothing more wonderful than coming up with your own unique solutions to navigating the environment - not every locked door needs a key.

I would say these new mechanics make The Bunker the most fun Amnesia game to play, although the unrelenting persistence of the Beast, whilst scary and stressful at first, can sometimes just be annoying - think the Xenomorph from Alien Isolation. The addition of weapons is indeed exciting but quickly becomes futile (or at least when only used to fend off the creature). The running back and forth to escape the monster helps to pad out what is probably way too short of a game. And the notion of replaying it all with randomised key-item locations doesn’t seem that appealing, especially considering the lack of variation in the ending(s). Still, it’s a hell of a first playthrough!

Small gripes aside, The Bunker is still one of the strongest horror titles of the year thus far. If it proves anything, it’s that Amnesia still holds a firm place in the genre, and I hope Frictional Games continue explore new and exciting ground with it.

Horay a new Silent Hill game which is obviously inspired by P.T. and it has been leaked years ago and its free but it's not. Wait what? Yes, Sony marketed this as a F2P game but decided to hide it behind a PS+ subscription paywall, at least in Germany they did. It's like saying "You can watch Stranger Things for free on Netflix" without mentioning the fact that you need a subscription for it. Or saying the stuff in the game pass is free, no it's not. 'Cause you are paying for the subscription.

I have started playing the SH games just a few years simply because you can't just buy them on Steam or PS4/5. What I liked about Silent Hill The Short Message are the set pieces which we're very beautiful and interesting. The design of the Cherry Blossom Monster from Masahiro Ito was awesome and hearing the score from Akira Yamaoka in the background was also great. Good to have them both back. But that's about it tbh. The storytelling mostly through notes which I'm not a fan of because it's the laziest way of storytelling. Dubbing in the live action scenes was also not the best and why including them in the first place ? The gameplay is pretty much none existing, you walk through a building collect notes and there is a chase sequence after every 20-30ish minutes. These chase sequences are just trial and error until you find the right order in which you have to go through the doors. Sadly the Facial expressions are pretty bad and the performance is terrible.
Overall this game did absolutely nothing for me, the storytelling is too much into your face for a SH Game and on top of that the monster was more annonying than scary not. Also how is this set in Germany? This looks nothing like Germany, it's just America but not Germany. But I can see why some people like it. I'm still really excited for SH2 Remake.

Games I finished in 2024 ranked

It was hard to have high expectations of a free Silent Hill game put out by Konami after their numerous gaming crimes - losing Kojima, cashing in on pachinko, Ascension, to name a few - but Silent Hill: The Short Message, a game about grief, suicide and abuse, is WAY better than it has any right to be.

I will admit that the game pinches from P.T and a little Serial Experiments Lain, with a trashy J-emo script that has all the subtlety of.. well, a corridor covered in abusive post-it notes. But I don't hate that, I vibe with it. Sure, I think it could've benefited from being in its native Japanese language rather than English, let alone even the illusion of being set in bloody Germany, as some of the bullying language feels cliche. But the handling of the heavy themes and conclusion it reaches about the victims have a strong emotional impact, and, I must add, a much healthier take than Bloober's offensive The Medium.

But now for the game's main strengths. The boys are back! Akira Yamaoka's score is understated but stirring, the sound design creepy and enhancing the presence of Masahiro Ito's menacing new monster that hobbles after you down corridors with a stop-motion jitteriness. The pursuit sections are reminiscent of Shattered Memories but much more effective, claustrophobic and panic-inducing - they can be difficult and sometimes frustrating but get by on their short length. There’s not a great deal else in terms of gameplay beyond wandering a dilapidated apartment block, but the grimy design and atmosphere are enough to enjoy just moving through the eerie space, uncovering the story in various gameplay ‘loops.’

Of course, it can veer into amateur territory - the drawings are tad too Tumblr, the acting is mostly strong but occasionally a bit off, those sections in school corridors are a bit too 2013 for my liking - but I suppose the game is not made by a bunch of Kojimas.

However, for the first effort in a couple decades from a Konami-led Japanese team, it’s a rather satisfying return to form for Silent Hill. It’s not perfect, but it didn’t need to be, especially not when it had Ascension’s act to follow.

The beginning of the Kain series started with a bang in 1996. So there shouldn’t be a problem with a sequel right? Oh, I wish. Turns out Silicon Knights(SK) who owned the IP filed a injunction against Crystal Dynamics(CD). We don’t need to get into the nitty gritty here, except to know they were able to make a sequel to Blood Omen(BO). This is important since Amy Hennig made her directorial debut here when previously she worked on BO. For those unfamiliar, she would go off to work on the Uncharted franchise later on. And she is crucial to understand, when I talk about the underlying problems I had with Soul Reaver(SR).

Moving forward in time to 2022. Square Enix(who acquired CD later on) sold their western studios. Eidos, Crystal Dynamics, and Square Enix Montreal for money. Among the plethora of IPs gathered. Two come to mind. Legacy of Kain and Soul Reaver. To none other than the Embracer company. Who has been laying off and closing down their recently bought studios as of late. So I'm here with a heavy heart to tell you guys if we don't see a remake/remaster officially, I will gently point you all towards an excellent Raina Audron’s HD Remaster for the Flycast Dreamcast emulator. Faithfully redone with higher quality textures as an appropriate unofficial alternative instead of waiting for one that may never come. Despite rumors of one in development.

And while there is a PC version on Steam. You cannot currently buy. And the sketchy PC mod doesn’t help matters which GOG is a part of as well. Excusing all those matters. I'll focus purely on the base game. Thankfully, you don’t need to play the previous entry to know what happens. They summarize the events that occurred before. Play it if you wish. I recommend it only for those seeking out why Kain acts the way he does in a Legend of Zelda spliced with a bloodsucker’s tale. The sequel continues the dark gothic storytelling fans have been waiting for. With a return to Nosgoth.

The supernatural setting we start our journey once more. Thousands of years after the events of the first. In the beginning cutscene. We see Raziel, a vampire lieutenant of Kain’s forces who has served him for a millennium. Who after receiving new wings in a fit of transformation. Kain inspects the new appendages while admiring them. Unfortunately, the new attachments did not endear him at all to his boss. Abruptly and forcefully rips the wings and orders his other lieutenants to cast him down into the abyss. An eternity passes and a mysterious voice resurrects our titular protagonist to become his ‘Soul Reaver.’ with a dreadfully cool new look and powers he’s off on a quest for vengeance against his former boss.

Will we face him in the end? Good question. Not sure. We’ll have to traverse through a 3D Metroidvania in a 3rd person perspective with no loading screens before we find our answers. And boy oh boy was this a welcome surprise. The gameplay has shifted in a whole new direction from the top-down perspective of the first installment. Overhauled to the teeth, maximizing numerous advantages of the 3D era. Our hero can move in any direction, jump higher than his base vault, glide in the air, hack and slash enemies. Hold any manner of weaponry without being subject to the gods of durability and throw them at any time. Capable of using mystical abilities like glyphs. The eldritch energy pertains to each element. Sparingly used, they provide a massive advantage against mobs of enemies. Heck one glyph can stop time for everyone excluding our dude! One innate ability is the power to shift between the material world into the spectral world and vice-versa. This sole skill changed the whole gameplay formula. And made my playthrough fascinating to test.

Plane shifting has massive benefits. For one. He has two health bars. As his health slowly depletes in the physical realm. He can apparate to the spectral realm and recover his health there. Incurring no HP penalty either. Dude can literally suck the souls from defeated enemies in either realm to restore his vitality. But that’s not all. Oh no. Both levels distort in weird ways. If he is in the physical domain and encounters an obstacle. All he has to do is switch to the other domain and voila! The path is open! I encountered multiple obstacles like jumping across chasms and unlocking a new path where previously a dead-end was in sight. Additionally, the ability allows one to go underwater without any penalty. Whereas going back to the real world causes Raziel to immediately transition to the other field. The mechanic works seamlessly when encountering puzzles. Usually, physical box placement is designed with several to a dozen steps or more to solve. Sometimes, CD will throw in a handful of switches and levers for good measure. For anyone who played Vagrant Story. The block elements are similar here. Where you’ll have to move them to open a new path or slot them in various places according to the imagery on the walls. Completing the art so to speak. Switches can run on timers, so phase-shifting to another dimension stops time. Making it instrumental if low on time. I didn’t have too much trouble with the puzzles. Controlling how to manage box placement was a bigger issue early on. Solvable once I read the manual. Perhaps one or two overstayed their welcome in a certain region. But the rest from then on felt balanced. A nice change of pace from the constant exploring.

Aside from the freedom to explore in any direction within reason. The boss encounters operate much like their predecessor. Being designed Legend of Zelda-like. As I defeated Raz's old brethren in various arenas I was struck once again by how I had to utilize the environment to my advantage and any tricks I learned prior. Picking up a weapon and slamming it at the boss once all appendages were gone. Use my plane-shifting powers to recuperate and find weaknesses and in some cases lure my opponent away like a rod and carrot stick for bait. They were fun to tackle and a nice reprieve from the Metroidvania world through Nosgoth’s moody areas. Gifting our main protagonist with new abilities. Thereby allowing the player to overcome obstacles with ease. Adding a gratifying reward upon completing a ‘dungeon’ before moving on to the next. And honestly? My motivation to exact retribution on Kain was still at an all-time high as I progressed through each boss encounter. I mean who wouldn’t if your past employer betrayed you in a heinous manner? Look at Raziel waving a “Me!” flag.

Before our hero kicks off a rant on vengeance I must talk about the world. Nosgoth has radically changed. Where previously it was teeming with life. Now it is a world of fear and decay. Gone are the bustling settlements of humans with a manic hatred for all things vampiric in nature. Iconic locations I sought with a wanderlust fervor, have withered away. Now nothing more than fables in the wind and myths of werewolves, ghosts, and ghouls have been reduced to fairy tales. Nosgoth of today. I dread walking and breathing these unfamiliar locales resembling more of a dark moody post-apocalypse as if someone sucked the very life from the land. Vampire creatures reign supreme. Each one is distinct from others based on their biome and clan affiliation. If you thought regular bloodsuckers were a threat. Wait till you see spider and water variants! EW! Humans are near extinct. With pockets of resistance thriving in some far-off places. However, entering such a place seems ill-advised since wide-open fields full of life are a very rare sight nowadays. Replaced with a foreboding harsh atmosphere accompanied by maze-like passages and decent platformer segments. I passed through empty caverns and short corridors while solving puzzle rooms to gain access to new glyph spells or by once defeating a boss in a main area am I endowed with a new traversal ability. Allowing one to venture onwards to new roads less traveled and hidden detours and shortcuts. Although, a new power doesn’t solve all my dilemmas. The spectral dimension is haunting, filled with a ghastly atmosphere that is both depressing and gloomy. A different color palette is injected every time Raziel shifts and with it, new ghostly enemies are summoned. To harm him like wraiths and bloodsucking dementor-like beings. Shudders. The territory makes the real and unreal more pronounced where things become larger or smaller as they appear. So have courage. To embrace the unfamiliar expanse whenever plane-shifting occurs.

The sound design is dynamic. Where a large chunk of my feelings is borderline dislike, except there's another big side of appreciating the technical achievement. The former is vexing and disconnecting in the soundscape. Feels largely oppressing in the foreground with low drums hitting a hypnotic rhythm as a faint choir chants in the background in intervals to imply the divine and further adds to the depressing, lonely, unsettling, creepy ambiance. In a dying world, I was fraught with anxiety wrapped in a tight ball around myself. Reminded me a bit of the soundscape of Silent Hill. However, this one felt less insidious and far more bearable in certain respects. Some select tracks are triumphant and give off a feeling of bravery in spite of the encompassing tracks displaying dread. Not a negative at all. I find it hard to say I like a majority of tracks while playing. On the other hand, I'm amazed by technological advancement. Looking at each piece. I’m amazed how the composer Kurt Harland from Information Society managed to create a vast library of tunes to work on and multiple variations. Whereas in the predecessor there were only nineteen tracks. Here we have one hundred eighty-one. That’s an insane improvement. And a new composer to boot! After listening to the entire game's soundtrack, I found it similar to how the works of Keichi Okabe and his studio band Monaca techniques in the franchise for Nier. From Okabe, the sound design when the soundtrack was ripped. Had dynamic, medium, quiet, no vocals, 8-bit versions for each location and iconic event. Not all of them, but I would say a good size. Allowing the player to smoothly segue into the following track. While not as seamless as Nier: Automata Harland's implementation in Soul Reaver, works similarly. Special thanks go out to Raina Audron who recorded and assembled the full depth of the OST in full so we can see how far Harland worked on composing 11 hours of music. From what Audron states. Each piece " indoors/outdoors (normal+suspenseful), puzzle, danger, and combat... changes dynamically according to the situation on the screen." Meaning we have a similar occurrence here with Okabe in creating multiple variations of a track. That is fascinating and honestly incredible to hear to this extent for a PSX title! As an example you can see most of the track listings here on YouTube. I am deeply amazed, surprised how largely unnoticed and underrated the sheer sound design permeates throughout. One largely not analyzed to an extent I’ve seen online. Curious if other IPs during the fifth-generation console era made comparable strides such as Harland and Okabe on impressive soundscape achievements.

As much as I love everything that Soul Reaver elevated from Blood Omen I do have some mixed feelings. And this isn’t a positive or a negative. Simply concerns I had during my playthrough that others may find useful to hear beyond the praise I sprouted above.

First, the story is a bit of a letdown. But narratively an improvement beyond BO's narrative. We don’t receive as many voiced monologues as the previous game. Telling a subtly compelling character development from the beginning to the very end, where we see Kain shift from a human into something far more sinister. Here we don’t get that as much. Missing lore drips. Voiced monologues of Raziel poetically waxing his thoughts both internally or externally to the player could've been far more utilized here than the sense of silence covering a large amount of distance. And this I feel is a missed opportunity to call back to the series' roots by detailing the story-telling through a voiced narrative. In the previous installment, Kain would narrate about items he finds and narrate their description to you upon cursor highlight. Effectively luring me further into the worldbuilding and NPCs. Speaking of NPCs, there's almost no one. Aside from one NPC and your new boss. Who will chime in at times to have a chat like a god speaking to his new disciple. Much like how the parasite speaks to Eddie Brock from the Venom(2018) film. Except the mysterious being isn't exactly within our titular guy. Somehow always with him, yet not physically.

Granted, he still opens their mouth at critical moments, usually during plot beats of cutscenes and during intro-boss battles. And to our new hero's credit, I resonated far more with him than his former employer. Pretty likable guy I initially thought would be far more angsty, moody full of hate. Far from it! The dude was focused and sought reason without letting his emotions boil over his spirit. Regardless of his dour appearance, Michael Bell's voice lends a unique cadence to bringing our wraith's character to life. Making my overall experience not so isolating. His actions mirror my incentive to push forward. In the face of desiring to know more about what happened to Kain. Anything deeper between their relationship? Were there any more reasons why he ripped the wings? Why has the world suffered like this further and why have clans of vampires which have risen to prominence and discussed a fair amount, thrown to the curbside? Speaking of being thrown onto the curb. The ending without going into spoilers feels unfulfilling a tad.

And this makes sense. According to Amy Hennig, SR1 suffered development troubles due to the injunction. Recent news started to arise about the edits of an unfinished product. Hennig set the record straight by stating in April of 2000. “...We simply just felt that we were compromising Kain's epic story by trying to cram too many major events into the last 10% of Soul Reaver.” - If I were in her position I would divide the game into two. She called this a “blessing in disguise” allowing the ideas, cut content, and story to flourish here rather than cramming everything and delaying. Her response felt appropriate and validated a lot of my disconcerting thoughts on the shortcomings I gathered upon finishing. And to be fair as a whole, I think the game is still fine for what her team tried to achieve. I'm grateful for what is already here and not rushed, broken, or horribly missing plot details I think were vital to know. A safe product at the end of the day without being too ambitious.

Second, loading any save file or dying. Has the player start from the 1st zone. This results in kinda of tedious backtracking for the unaware. You’ll need to use gates that act as a fast travel system to head to your next destination. Sadly they're only denoted by a symbol. And no menu is available or font to visualize where the path leads unless I walk through. Reminds me of Stargate. Lacking the wormhole loading. Rather you move forward without any delay or transition to another screen to load the new area. Pretty much an uninterrupted travel system. Thankfully, more often than not the waypoints are spread a decent amount from before entering a dungeon and before a boss encounter. I suggest copying the image and putting the pic on a Google Doc or notepad for reference. You can go traditional and draw the piece on paper to help! Vital to recall where I had already trodden. Should be noted dying in both dimensions returns the player to the start. Felt this wasn’t too punishing. Since you have plenty of time to recover vitality in either realm. Wasn't a drag either, I was able to adjust to the flow quickly.

Third, in a minor way, a hurdle may occur for the camera. It can take some getting used to. Though thankfully not a major hassle and you will fight it sometimes when fighting enemies and checking your surroundings. And I didn’t realize until midway I could quick turn by hitting the directional pad on the left or right and transitioning to first-person point of view mode to check my surroundings by hitting both L2 and R2 buttons. Useful to see the verticality in level design and any secrets tucked away.

Fourth, aside from no title markers when using gates to fast travel. or a hints menu. Hand-holding here is very minimal. Therefore, players must be aware of their sense of location. Keeping a map of Nosgoth helped tremendously and I'll post a link below to help newcomers. Didn't use it until I reached the 70% mark and after exhausting as much backtracking as I could without help. Keeping these details in mind, I think are crucial to progress further. One could speak to your new boss and another being you'll meet later on and apprise Raziel on his next objective. And that's the only gentle reminder of where to head out. Good idea to check again if you’re lost and need a gentle nudge. Though be warned, you may need to decipher the Shakespearean-like dialogue when given. Not a big deal, since they’ll reference past locations. And for a Metroidvania, I think they do a serviceable job toeing the line on not being too cryptic and not too easy, I need a journalist mode to persevere. Most if not all of my frustration was a consequence of rushing without thinking. I advise taking a step to re-collect your thoughts. Patiently recalling prior distinct areas visited to arrive at a sensibly achievable goal.

More than two decades ago, I had the pleasure of playing the title when I was a kid. Never finished it since I was very confused about my true objective. And I vividly remember my first impressions. Badass FMV in the beginning, hot meh on nearly everything else. Confusing passages, dull color palettes, and a combat system that felt clunky. Now as an adult revisiting. I'm on the opposite spectrum for my first impressions. Where now I think its not meh. The confusion is still there, though tempered with patience and a drive to explore the gloomy post-apocalyptic world with some platforming segments. Nosgoth’s murky setting is a stark contrast to the lively world from before. Adding incentive to my vengeful goal of what happened here. A decent combat system that can take some getting used to along with the camera still left me completely enthralled in the presentation. The voiced narrative continues to be strong although lessened by switching to a new protagonist, but is equally as fascinating to learn about. The solid writing continues to leave me hungry to know more about the underlying narrative. Satisfying and self-contained to an extent like the Trails or Xenoblade games. The first delved into a nuance-filled story about a human who becomes a vampire and struggles with darker impulses. A shadowy tale in a dimly lit fantasy environment. SR meanwhile flips the scripts and asks the confused avenger Raziel to embark on a quest for vengeance. And understandably so! Man was betrayed by his employer after faithfully serving him for a millennium. Only to be betrayed because he had wings and Kain did not?! WELL SEE HER- Coughs. Anyway, I think the Dreamcast remaster is a great way for anyone looking to dive into the series nowadays rather than resorting to a sketchy PC mod. Emulation or playing via console are also fine choices. While I did have some mixed feelings, muddling my final thoughts. Ultimately they're not as egregious as my time in Blood Omen. Thus Soul Reaver is a worthy gateway to try for folks interested in a seamless 3D metroidvania with a rare shifting mechanic followed by an uncommonly gothic story in the Legacy of Kain saga.

8/10

References and additional material:
1998 - Knights fight for Kain article - injunction
2022 - Square Enix sells off IPs and studios
2023 - Embracer & layoffs throughout the year
Dreamcast remaster of Soul Reaver 1
Rumors for an official remaster
Sketchy Soul Reaver PC mod
Raina Audron's work on Soul Reaver 1. Quote is from a readme
2000 - Soul Reaver Response - Amy Hennig responds to reports about the game being unfinished.

Helpful Links - Map of Nosgoth - Incomplete OST - Setting summary of Nosgoth - Spoiler-free SR1 walkthrough - Before I play tips on SR1 - There was no section previously. So I submitted my own tips. Hope this helps any newcomers!
Who owns the Legacy of Kain IP?

I borrowed this from my brother while home for Christmas. He told me he found it a bit of a slog in the back half. I got up to Monstro Town and was really enjoying the game ready to be like "ayyy whatreyatalkinabout?" And then I got to Bowser's Castle.

The final two areas of the game took about as long as the whole rest of the game combined and they really were a slog. Left me with a sour taste in my mouth for a game I had been enjoying well enough to that point.

Overall, the game is silly and charming and I'm a fan of the active combat mechanics. But I probably did it a disservice by cranking out the final third/half in one sitting and thinking I was closer to the end than I really was.

Also: with all the Geno love - where's the respect for my boy Mallow? Proud new member of Mallow Naysh over here

I should like this game. It has all the elements I enjoy, it's a side scrolling puzzle adventure with whimsical art and music reminding me of Little Nightmares, Unravel and Inside. The issue I have is that it takes influences from these titles but doesn't understand what makes them such a great experience.

Those titles tell a silent story, using environmental and puzzle sections to visually narrate to the player what is happening in the worlds they created. A Juggler's Tale instead decides to add a narrator taking the rhyming elements of Child of Light to spin the tale as you travel and it's just awful. The writing for these lines vary from cringe inducing to just bad. Many of the words don't rhyme at all or the rhythm between lines is completely off. This is especially apparent in one section of the game where there there is no narrator and the game is infinitely more enjoyable to play.

Sometimes less is more.

It's a real shame because I like the premise a lot of a puppet girl fighting against her strings and though some puzzles are basic the novelty of puzzles around moving obstacles for your strings to pass is interesting. Sadly it's also all too brief at 2-3 hours with no reason to replay at all at the retail asking price seems a little steep to me. There is some heart here but the game just doesn't quite make it.

+ Nice idea.
+ Nice art and music.

- Narration completely ruins the atmosphere weirdly.
- Writing is mostly terrible.
- Insanely short.

A game with wonderful ideas, ones of the most innovative in recent Mario years.
Graphics are great, music is amazing, levels are very fun, challenge is adecuate, versatility and flexibility too.
My biggest complaint is the bosses, save for the final boss, being probably the worst bosses in the Mario series in recent history, I simply cannot overlook that.
The other complaint is what the did with World 3 and 5's bosses, it's insane that they thought it was a good idea.
Still, these low points don't sour the whole experience, so I can givre them a pass.
I look forward to how they can top this with the next one!

It's been a long time since Super Mario Bros has tried something new and different. The NSMB line has dominated the 2D Mario landscape for better or worse for 15 years or so. Wonder is the first departure from that line of games, meaning its the first non NSMB game since Super Mario World, think about that. What was missing from the NSMB games was a sense of well... wonder. Something unique and exciting which the old Mario 2D games had and 3D games excel at, Wonder brings back that spirit of creativity and originality.

Wonder's levels are the star here with nearly every level having some fun unique gimmick to it. This is no short game either, I am certain there are north of 70 levels to this game and most all of them try to have an identity. Its that variety and imagination that makes this game so special.

The big new addition is the wonder flower which allows every level to undergo a drug like trip allowing the developers free reign to create any scenario they desire, rules don't apply when you touch a Wonder Flower. It starts off simple with some pipes moving around, one stage the piranha plants sing on parade. As the game continues the effects get more weird and a joy to play through. In one level you could become a goomba and have to navigate a trap filled level. Some the lights go out and in shadow you have to elongate and shrink Mario to avoid enemies. Some levels become musical gauntlets with the beat controlling the platforming. New forms are used like a giant spike ball, or a blob that can stick to ceilings. These moments really shine and bring me back to that sense of the unknown that I had with SMB3 where I had no clue what was coming next.

During the normal play Mario and company get some new power ups, the most famous being the elephant powerup. This neat power lets you burst through brick walls and use your weight to crush objects normal Mario can't. Water can be stored in your trunk and sprayed on flowers to get some bonuses. A bubble power and drill are the other new power ups and they all have specific and well designed uses in many levels. Old faithful fire flower is there of course, always good for some enemy clearing. When you combine these with the forms you get in the wonder trips it comes out to the most diverse set of powerups since SMB3.

The platforming is perfect to control as always, Mario invented this genre and to this day I feel every platformer is judged against it, every jump, run, bounce off a wall feels perfectly responsive. I wish Mario had more core moves, its kind of a basic move set because they saved those moves for the new badge system.

Badges can be found in different levels and one can be equipped, this can give Mario a new ability or be a helpful bonus. The abilities is where its interesting as it gives Mario a new move like the flutter jump that normally Luigi would have (of note every character in this game controls exactly the same, except Yoshi which is a bonus easy mode), or a triple jump. There is a crazy one where you can shoot a vine and attach to a wall like Spider-Man. I found these to be fun to have but struggled to really find a good use for them in most levels. They are best in the challenge levels designed for those abilities specifically.

The support badges can be bought in various stores and are nice for anyone that needs a little help like gain a powerup at the start of every level, or have a save from a pit death badge. I did not use these very much because I of course do not need them, but its always nice to have options for everyone.

The world map is top down and slightly free roaming, certain parts are on a road like classic Mario maps but certain areas let you roam around freely and find the levels, sometimes hidden away in corners. It's pretty cool to have to look for the secret levels, I missed a few when i finished the game and got the full level list. All the usual worlds you expect are present, grass, desert, ice, water, lava, poison and so on. I found it strange that some worlds were much bigger than others, world 1 and 2 are sprawling with big maps and like 15 stages. Then you do world 3 and its half as long, very linear and has no Bowser Jr. boss, this happens in world 5 as well. The game is plenty huge but it gives off the impression that something was cut for time even if that is not the case. If you are going to have a formula for every world, like each world ends in a castle and a boss, then do it for every world.

The difficulty and actual platforming challenge is where this game loses points for me. Wonder won't really challenge your platforming skills till the very end and saves all the hardest levels for the optional star world which is excellent. Now it suppliments the easier levels with the more creative approach of the wonder seeds, it feels like this is slower more exploration or even puzzle based Mario game. That is great if the ratio of hardcore platforming challenge and explore was more 2:1 for platforming but i feel its the other way around. I played SMB3 right before this and while that game is much shorter, and yeah the first four worlds are easy, it gets crazy hard and my palms where in a constant state of sweat. I rarely got that sensation in this game, but when I did it was a brilliant challenge.

Another critique and this is more about modern game design, the secrets and ability to go off and create your own path is not as good as before. In Wonder and many games now the levels are clearly specifcally designed for certain power ups and the game makes sure to give you those powerups, really goes out of its way to make sure you get them. In SMB3 and World that might happen at first but by the end of those games you had to find the powerups and even manage them. The final worlds maybe had one or two powerups in the level but they are so hard you might not ever get to find one as the struggle just to stay super was so hard. I miss the strategy of managing powerups because levels were so difficult. I miss using powerups in ways where you can practically break the game with flight, this game does not allow for that level of player creativity.

Every level has three purple coins to collect, that's been a thing since SMB3. Some are tough to find but most are pretty easy, still I love having that extra goal to reach. I kind of wish there was one more layer of replaying the levels, mainly a time attack. The Rayman games did this, so did DKCR, that would turn every level into a platforming based challenge against the clock, not sure why they don't do that. So I would say the levels are more creative than the best the 2D platforming genre has offered BUT I rather have that collection of challenges where the game pushes you to master a level in every way that those other franchises do.

I love the look of Wonder, thank god that NSMB looks is gone. This is so much more colorful and lively. The stages feel alive with dancing and talking flowers. Parts of the background react to what you do, its beautiful. The music fits the game well but its not the best Mario soundtrack.

This game is entirely playable with up to four players and I played some with my nephews and that was a lot of fun. Sadly online play is restricted to friends only, which has a race mode. Thats a shame cause racing versus random players would have been fun. There is a whole souls like system if you play online where you see other players ghosts in the levels, you can leave signs for them and they you in case you die allowing you to revive if your ghost form reaches them in time. Its a way to make it easier for people, I had this off the whole time. I'm sure multiplayer is a blast but I hardly used it.

Super Mario Bros. Wonder is the best 2D Mario since World (not counting world 2 as Yoshi’s island is a different series). It is so inventive that every level was exciting to try and it keeps this streak of non stop creativity for over 10 hours, it’s extremely impressive. My personal preference of challenging platforming holds it back from being an instant classic, but I can see why others might put it among the greats. I am just happy to have a 2D Mario with that spirit of wonder that filled the early games.

Score: 8.9

After 103 hours of playtime I have finally finished my first playthrough. I played it with two of my friends @Ruffy300 and @djoni1999 and only at the weekend that also explains why it took us 3 almost 4 freaking month to beat it. All of us have never play a CRPG before and even though we always wanted to play DnD we never did. One of the reason why I didn't buy it during early access was that I was really unsure if I would like this kind of game.

But oh boy did I enjoy it. To be honest I noticed that my concerns were pretty much unfounded after the character editor. The editor already demonstrated how many choices you have and me and my friends spend over 2h creating our characters. Even your race and background influences the world around you and how they react to you. One race may has an advantage in one of the goblin camps because this race in particular is seen as strong and the other doesn't has this advantage so you will be attacked immediately. Or you may decide to pick a jewelry because you like shiny objects. But it turns out that this jewelry is dedicated to a specific god and when you talk to Shadowheart about that she will tell you that she is mad/offended because she believes in a different god. These are just small examples of many big and small choices that will influences your game and these decision really make a difference, you feel and see that in the world around you and when you interact with certain characters. But unfortunately that doesn't apply for every race or class. I noticed quickly that some get left in the dirt while other are really strong. I love that all of the NPC's have voices and I know that this is not normal in this genre because it is a lot of work and money for the developers. As someone who hates reading long texts in games, I can say enough how much I appreciate that. It does so much for the immersion but also makes the NPC's feel more real. Shadowheart, for example, is such a well-written character with a fantastic backstory and the relationship which you can develop to here feels natural. Yes I romanced her and probably will always do that in every playthrough and the other which I liked a lot was Astarion even though he was in our party. The only reason why he wasn't is because you only have 4 slots. But I do have to say that once you have finished romancing a character or just finished their quest that character gets pretty lifeless. This means that my interactions with Shadowheart went from very frequent and almost after every battle or quest to almost never. The ending in particular was kinda disappointing, you get maybe one or sentences with the character you've just spent over 100 hours with and then it's over. I know that it would be almost impossible to include so many fleshed out endings for some many characters. But I still think that there could have been a better way to conclude the story with certain characters or give the characters more dialogue options with their favorite characters once they have completed the character specific quest. The thing that I made me laugh the most were the many hilarious moments which I and my friends had with Baldur's Gate 3. Doesn't matter if it's an enemy that my friend used as a weapon, throwing children at enemies or the one barn scene in act 1 (you know which one if you have seen it) which will probably haunt my dreams for the rest of my life. There were still many more moments and overall was the CO-OP fantastic with a few exceptions and I'm glad that it exists. For example sometimes we couldn't switch between party members or it was delayed, often one of us was stuck before or after a cut scene or the fact that the performance of the game wasn't the best while playing with friends. But these were just small details that rarely affected the overall gaming experience. Gameplay mechanics that seem unimportant or small often had an even greater impact on my experience, ice melts and turns into water, armor and your whole body gets bloody after a fight. For me these small details are very important for a great game. A game can be great without them but it often elevates a great game to a masterpiece and yes Baldur's Gate 3 is a Masterpiece and a miracle that it exists like this. The enemy design is also fantastic, one example is the Apostle of Myrkul and the world design in general is very detailed and you have a lot of places to explore, many of which I will probably be explore in my next playthroughs. The fights were a lot of fun once you found out which class you want to play but there are also a few fights which got really annoying due to the fact that the enemies decided to spam certain attacks like Cloud of darkness. The third act seems like them most unfinished act, the performance is bad due to the big city and the loading time is quit long, sometimes the sound was buggy during dialogues and the characters were silent, assets wouldn't load especially in the last big fights or the game decided to place the camera in some strange angles. Even with all of these technical problems and the lack of dialogue options for characters which quest you have finished, I still think that Baldur's Gate 3 is a masterpiece of game and it deserves every praise that it gets. The characters and questlines are fantastic and incredibly well written. There are some many ways of playing the game and you can do almost anything you could think of. This is a game an anomaly, simply because how much content you get,it's just an example of a top tier RPG and one of my favorite games of recent years. I even bought the game twice now, the PC version and the PS5 Deluxe Edition and I can't wait to discover more if this game in my next playthroughs. I can't thank you enough Larian Studios, thank you for creating this game, I will go back and play Divinity: Original Sin 1-2 now. Last but not least thanks to my two friends for playing this masterpiece for over 100 hours with me. I know I was a real pain in the ass every time I pushed you off a cliff or simply hit your summons because I was too stupid to notice who is my ally. It was an honor to experience this game together, THANK YOU

Edit by future me : I do appreciate it a lot that they also added a playable Epilogues.


Games I finished in 2023 Ranked

#2 in my List of Top 5 Games of 2023