"they would have called him Patient Zero and ended on a laugh track if they wernt fucking around" - comment from a buddy

cheaper than a tesco meal deal

It's clear a lot of love was poured into this, really can't overstate the creativity of the characters' abilities and tasteful fanservice, but I wish the shop progression leaned more on providing new tools rather than stat increases. How well I fare on the second level feels more like a measure of how much I've invested into these stat increases than actually getting good at the game, which ain't really my cuppa. Not to say there isn't strategy in picking your level-up upgrades, but if you haven't used the shop much this won't be enough and you'll really feel the chasm between yourself and the later enemies. Well, in my experience anyway. Maybe some baller Holocure players can offer some advice there.
I haven't played Vampire Survivors but I wouldn't be surprised if it had similar issues.
Also wish there was a clearer hitbox; I really like being able to herd and weave between the enemies. or maybe im bad that is also valid

feel bad dunking on something that didn't cost me a penny, so i'll say it's admirable how much care and effort is being put into something released for free. love a good passion project.

This review contains spoilers

Sorry Uchi, I really like ya man but I was hoping for a better... or, *a* justification for the twist. It's still clever and going back to spot all the foreshadowing is fun but speaking as someone who's played most of your other work, you're definitely capable of more. Also, I did actually pick up that the flow felt off when I played, but it annoyed me more than anything else. I don't think it was a worthy tradeoff.

That aside, there are some things I really like about Ai 2. Shoma and Komeji's route was very sweet, the Somniums feel more like puzzles (generally), date is da best, the bit where Aiba threw away Lien's key was pretty raw, Lien's whole deal as a former criminal who doesn't want to be defined by that past was nice, Ryuki's mental episodes, the fact that you had to go out of your way to get the secret end, the way they tied it into the arg was cool, and the tragedy of Amame.

There's a lot of other stuff they bungled, however, other than the main twist. Lien's behaviour is creepy, though it seems like it's meant to be endearing? I didn't like what they did with Gen and Amame's relationship. Why did they decide to double down on the action sequences? (the chakra thing was nice tho). The final big action climax in the stadium was for sure something that happened.
Why did they try to make it newcomer friendly despite having a returning character as a protagonist? It made Mizuki feel static and boring, which is amazing since she was one of the better Ai 1 characters. What's with the repeated jokes from Ai 1?? Also, have I grown out of it since Ai 1, or is the writing less charming and funny? Ryuki should've been the main focus, he got shafted hard.

While I don't regret playing it, my feelings are pretty mixed overall. As a sequel, Ai 2 is more disappointing than it is bad. As Uchikoshi's latest offering after over 2 decades of writing for games, it feels like a shadow of his greater works. I just hope this was him saving his A game for something much better.

Since becoming progressively disenchanted with Uchikoshi's reliance on repurposing twists (worlds end club was a very low point) and the flaws of his "backwards writing" approach, I want nothing more than to once again feel as enthusiastic about his work as I did when I first played 999 and Ever17. Ai 1 had Uchikoshi's usual thing but it was still a very enjoyable game in spite of the meta stuff not really adding much to the story.
In a sort of reverse situation to Lien's, it feels like Uchikoshi is confined by his past successes. I know you can break out of this cycle and make something great again Uchikoshi so despite being disappointed with Ai 2, I'll still be rooting for you man.

The night I finished this game, I had a dream where I got to talk to my Dad again. He hasn't been alive for 7 years. Mother 3 has done something to me.

Out of the entire NES library, Mother is surely the game with the biggest heart. Lovely story, soundtrack and overall vibe. The right way forward in Mother's (admittedly impressive) vast map is often cryptic which leads to much tedium, even with the lessened encounter rate introduced by this romhack, but everything else is so pleasant that I can... almost overlook it. not quite tho. i also found the combat pretty boring but most fights pass by quickly so it didn't become too bothersome for me.

When I saw some people call the story "amazing", I was initially a little confused after beating the game, even though I enjoyed it. Though after thinking about it, I've realised Mother 1's story was probably pretty far ahead of its contemporaries. I can't imagine there were many NES games that could hit their emotional beats as well and as elegantly as Mother 1 did. Pretty impressive considering what little they had to work with.

A wonderful couple hundred kilobytes of humble history, though one that the modern gamer may struggle to stick with if they don't have the patience for it. And to be fair, you need quite a bit. Don't feel ashamed about using a walkthrough if you need one.

PSI Teleport as a fast travel system is 5 stars.

This review contains spoilers

Zero probably has my favourite vibe of all the Trails games I've played so far, and the best pacing (though still not perfect). As always, the world-building is good, the NPC dialogue impressive and the soundtrack strong. I love Crossbell city and found the political intrigue and conspiracies super interesting.

The villain's pretty lame (they pulled the same trick from Sky) and the climactic point of the game, while exciting in the moment, is honestly kind of underwhelming in retrospect. Still not bad though, just wish the final chapter lived up to its title, especially after such a long build-up. The way they tied up a loose end from Sky was appropriately emotional, at least.

While I wish there was more character drama between the SSS, I'm still really attached to them. It's pleasant that they became fast, close friends despite their different backgrounds, but that should also have provided ample opportunity for interpersonal conflict, which I think was missed. I'm not asking for these characters to hate each other, I just don't want them agreeing on things 99% of the time. Giving the SSS their own interpersonal barriers to overcome could have done a lot to show their growth as a team. I still quite enjoy their dynamic in the end, and you still see very small glimpses of how their personalities differ, though it's almost always for lighthearted purposes. I'd have also liked it if we could see SSS members talking more amongst themselves without Lloyd on screen. I like the scenes where the members individually open up to Lloyd, since it's to show he's their trusted leader, but he shouldn't be their only catalyst for character growth.

Speaking of, I felt somewhat lukewarm towards Lloyd initially due to seeming generic but he grew on me. They lampshade his optimistic protagonist-isms by teasing him and acknowledging how cheesy he can be which I liked. Him often feeling like an underdog helps a lot too. His optimism and determination in the face of a seemingly hopeless political situation hold a lot more weight, especially since he sometimes has to rely on others to help due to the SSS biting off more than they can chew. He's talented, but evidently still a rookie, which helps to ground his character and provides plenty of room for growth. I saw some of that growth in Zero, but I hope for a lot more in Azure. I also like how Lloyd is idealistic, but not to a naive degree. He's acutely aware of Crossbell's deep-rooted issues and often has to face the reality that they won't be solved without considerable patience and struggle. Lloyd's a pure good guy, which should sound boring but he remains likeable for me.

I had a good, comfortable time with Zero overall, and think the Geofront fan translation team did an excellent job. Just hope Azure is able to live up to what's been built up so far.

EDIT: lol i forgot about the gameplay. i played through it on normal. it's fun, but pretty easy. i think the only thing that gave me trouble was the final boss, other than a couple of the optional chest bosses. i don't mind the regular encounters being easy enough to blast through since these games are long enough as they are, but certain boss fights could definitely have been more difficult to better sell the threat.

played this on an airplane. top class in-flight entertainment. one of the better flights ive ever been on. i would pay several hundred to do it again

So just to get the negatives out the way.
- The bosses remain to be the weakest part of Metroid. None of them are terrible, just annoying for the most part.
- Zero Mission has a weaker atmosphere than both Super and Fusion.
- Could have done without the statues guiding the player, but whatever. Not a deal-breaker.
- Overall not as good as Super (but that's a pretty high bar to clear anyway)
That aside...

Holy shit. Banger game. The last bit bumps this up a half star.

Super, Fusion and Metroid II (from what I can tell) have their own unique core qualities that are intrinsic to those experiences, setting them apart from each other. Other than the extra segment at the end, Zero Mission doesn't really have anything like this, but that's alright. It's a solid middle ground entry, not too cryptic nor restrictive, and probably the best starting place for a newcomer to the series. Even with how straightforward it might appear, it's still super fun to blast through, and none of the series' trademark cleverness is lost.

EDIT: Actually, I suppose its straightforwardness would be the core quality lol.

It's amazing how the main gameplay loop feeds into Persona 3's themes, but often times that same loop suffers from feeling dull and repetitive.

Tartarus, while cool conceptually, is the most grueling and repetitive dungeon in Nu-Persona. There are good ideas such as being able to use stairs to evade enemies, but there's not enough variety to drive away the monotony. Adding to this is how shadows you encounter higher up in Tartarus disappointingly tend to be recolours of previously seen designs. The clear highlight of Tartarus for me is its challenging bosses, though they border on unfair at times. Tell you what I did like though, it's really cool how Tartarus' music has a new layer added to it for each block. There's a nice sense of progression there.

The Social Links are of mixed quality, and forcing the male protagonist to romance every girl for a full rank run was a clear misfire so it's good that future games give you a choice. The standout Social Links are truly worthwhile though. If you know, you know.

The story is, quite frankly, paced terribly. A strong, intriguing start followed by a stretched slog of a middle. When the story does rear its head, it's very good. I just wish it did that more often. The main gameplay loop would have probably been more bearable if the player had more plot to chew on while making their way through the days, but as is it's like there's an overreliance on that loop keeping the player engaged. I really had to push myself through it.

And I'm glad I did, because the story honestly does pick up and I love the finale. It's worth clambering up Tartarus for.

Regarding the portable version in particular, I think it's a shame you can't properly walk around the over world and that it lost the stylish animated cutscenes. Having the option to directly control party members was a fair call, but I think people are too quick to write off the AI party members. They're definitely far from perfect in execution, but there's value to their design and intention. Haven't played FeMC so can't comment there.

Anyway, with a good remake, I think Persona 3 could reach the heights it deserves to. As is, it's a very special but flawed game pulled together by its strong theming and ending. Oh and the soundtrack is great. Bless Meguro.

dmc4 is undercooked as hell but i still love it as much as the other entries. like, yeah,
-the campaign folds back on itself about halfway through
- story is underwhelming and lacks the same focus seen in DMC3
- superfluous stuff like the dice game
- the savior boss
-the god damn style ruining chimera seeds, who thought this shit was a good idea
-(more of a personal gripe) not being able to equip/unequip Dante's devil arms.

despite it all, the combat does a lot of heavy lifting and was arguably the most intrinsically enjoyable it ever had been in the series before 5 came out. Dante is absolutely insane, in and outside of gameplay, and Nero, while not as deep, is still an absolute treat once you're used to him. his exceed system is just too good. and I love most of the bosses in this game.

it's hard to ignore what dmc4 could have been, but what's there is still a blast.

2 stars because it's DMC 2.

never finished it, but found what little I played very disappointing right after finishing the first game. i don't think it deserves a half star because i doubt it's that bad but... man. what happened?

my friends don't think I'm a true fan for abandoning it :(

Certainly eclipsed in some ways by later entries, but still a classic. It deserves a lot of credit for pushing the limits of stylish action in a 3D environment.

Yeah, it feels kind of stiff, but I think the combat holds up pretty well aside from that. Every hit has a nice crunchiness to it, which is something admittedly lost in DMC5 in its pursuit of realism. It's a good complement to that badass soundtrack as you're beating on enemies once you're used to the controls. Such a blast. Incentivising clever and bold play is the style meter, which rewards you for mixing up your moves. The requirements for reaching "Stylish!" on the meter are strict but satisfying. It's all tied together beautifully, and is resonant with Dante as a character. Yes, truly, this game makes you feel like Dante.
...At higher level play anyway.
It all culminates in that great feeling when you get that S rank at the end of a mission, signifying a job well done.

I don't think any of the later entries match up to DMC1 in terms of atmosphere, and that's thanks to its music, sound design, the distinctly gothic feel of Mallett Island, and the camera angles. The fixed camera angles get a lot of flack, and rightfully so to an extent, but it does pay off at times. When the developers know how to take advantage of it, it looks good.

As impressive as DMC1 is, it's not without its crust. Depending on the context, the jumping can range from fine to downright painful. It works well for combat, but when platforming... it's pretty rough. Both phases of the Mundus boss fight are weak (not including the one in the last mission), but the finale of the game makes up for it. DMC1 doesn't sport a crazy good story, but it still ends on an emotional high point.
DMC1 is overall blisteringly hard and unforgiving to those trying to use it as a gateway into the genre. It's not going to click straight away, but it's still worth the try if you have any interest in it. And try not to sweat the low ranks too much, it's to be expected on your first run.

If you struggled or are struggling to get into DMC1 on the first playthrough like I did, start a fresh run and see if you're surprised by how much better you're doing. That second run was one of the most enjoyable and satisfying experiences I've ever had playing a game.

Forgettable plot and poor pacing. It's got a couple of cool reveals and the mysteries are alright, but it's so dull overall.