246 reviews liked by nvidialover292


The secret behind Pikmin’s success was not that it somehow outclassed classic real-time strategy franchises, but rather that it was never competing with them to begin with. According to Shigeru Miyamoto, he came up with the idea for Pikmin one day when he observed a group of ants carrying leaves together into their nest. Miyamoto then imagined a game focused on cooperation rather than competition; he asked, “Why can’t everyone just move together in the same direction, carrying things as a team?” Nintendo EAD’s design philosophy went along with this line of reasoning, melding design mechanics from different genres to create an entirely new yet familiar experience. As a result, instead of competing against other players in Pikmin akin to classic RTS games, Pikmin forces players to explore and compete with the very environment itself by introducing puzzle-exploration and survival mechanics. It made sense in the end; after all, real-time strategy is concerned with minimizing time spent to get a competitive edge over opponents, and what better way to translate this than to force players to master their understanding over the terrain itself, managing and optimizing the one resource which governs them all?

Perhaps Nintendo’s greatest challenge was figuring out how to translate a genre considered by many to be niche and technical to an intuitive yet layered game, and even more so, translating classic actions from a mouse and keyboard allowing for such complexity to a suite of simplified controls using a gamepad. Coming from the other side as someone who played Starcraft as a kid and didn’t get into Pikmin until recently however, I’m surprised at how well EAD’s tackled this endeavor. Classic RTS games focus upon base-building and resource gathering through the micromanagement of units. Pikmin’s take upon this is to introduce a dichotomy between the player character Captain Olimar, who is incapable of doing anything by himself but can issue commands to the units only he can create by plucking out of the soil, and the Pikmin, who are essentially brainless but represent the units that must do everything. The player as Olimar must be present to figure out exactly how to best traverse and exploit the environment around him (replacing the base-building with management/prioritization puzzles) while the Pikmin provide bodies to construct, move, and attack the world around them. However, the Pikmin’s AI is fairly limited and as a result, Pikmin will sit around helplessly once they finish their actions and often get distracted by nearby objects while moving around, which is where the micromanagement kicks in. Therefore, the player has to decide how to best build up their supply of Pikmin to allocate tasks to surmount bottlenecks while exploring and opening the world, all while working against the limited thirty-day timer throughout the game’s five areas.

A part of me expected to really struggle with the gamepad while playing Pikmin, but the available actions on offer allow for a surprising degree of control despite the simplification. For instance, consider Olimar’s whistle; as a substitution for dragging and clicking to select units on PC, the whistle on the GameCube lets Olimar quickly rally groups of clustered units. Holding down B for longer allows the player to increase the size of the whistle’s AOE, which allows the player to better control and target how many Pikmin to rally in any cluster (hence, the analog of clicking and dragging to select boxes of units on mouse and keyboard). The Swarm command is another interesting translation. The obvious use is to allow Olimar to quickly move nearby Pikmin by directing them with the C-stick versus needing to aim and throw them by positioning and rotating Olimar himself. However, because it can be used to shift the position of Pikmin with respect to Olimar, it can also be used to swap the Pikmin on-deck for throwing (since Olimar will always throw the Pikmin closest to him) without needing to dismiss and re-rally separated Pikmin colors, and most importantly, it allows you to directly control the group of Pikmin following Olimar while moving Olimar himself. This second application allows the player to kite the Pikmin around telegraphed enemy attacks, and properly funnel them so the Pikmin aren’t getting as easily stuck behind walls or falling off ledges/bridges into hazards. That said, noticeable control limitations do exist. Olimar cannot pivot to move the reticle without changing his position with respect to the Pikmin around him, which can make aiming in place annoying if the Pikmin types you need to throw aren’t close enough to be moved next to Olimar with Swarm. Additionally, there is no way for Olimar to simultaneously and directly control multiple separated groups of Pikmin, which does make allocating tasks a bit slower. However, given that the tasks themselves usually don’t necessitate more than one Pikmin type at a time, this limitation is understandable, especially since the sequels would tackle this challenge with more expansive controls and multiple playable characters on the field.

Pikmin’s base model as a result is a fantastic translation of an abstract design philosophy, but I can’t help but wonder if the original could have been pushed further. Don’t misunderstand me: I absolutely take pride in mastering a game by learning all about its inner workings and pushing its mechanics to the limits simply by following a few intuitive genre principles. As such, I wish that the game was a bit harder in order to really force me to squeeze every bit of time from the game’s solid premise. For example, combat is often optional in Pikmin given how many full-grown Bulborbs are found sleeping, but given that most enemies don’t respawn within the next day after killing them and I can bring their carcasses back to base to more than replenish my Pikmin supply, combat is almost always in my favor, especially since certain enemies will spawn more mobs if they aren’t defeated. If circumstances existed where it would be unfavorable to engage (such as losing a significant number of Pikmin every time, or having so little time left that engaging would waste time), then I feel that this would add an additional layer of decision-making of deciding when to sneak past sleeping Bulborbs rather than just wiping out as many foes as I could as soon as possible. In a similar sense, I felt that certain design elements such as the Candypop Buds for switching Pikmin colors were a bit underutilized; outside of one environmental puzzle, I never had to use the Candypop Buds, mainly because I had so many remaining Pikmin and time to never justify their usage. I’ll concede here that Pikmin’s one-day Challenge Mode does at least provide a score attack sandbox where I’m forced to take my Pikmin stock and remaining time into higher consideration, but it’s missing the connectivity of the main story mode where my earlier actions would greatly affect how I planned later days in a run, particularly in making judgement calls on which days to spend at each site and which days I dedicate towards building up my Pikmin numbers versus hauling in ship parts. Regardless, I found myself completing the main game with all parts in just twenty days on my first run with minimal resets, and I’d love to try a harder difficulty mode with a stricter time limit and tougher Pikmin margins to really force me to better conserve my working force and dedicate more time to restocking my supply.

Gripes aside, I’m glad that my friends finally convinced me to try out Pikmin, not just to better appreciate RTS games as a whole but to also gain an appreciation of how different genre mechanics can work in tandem to intuitively convey concepts without spelling everything out to the player. It’s classic Nintendo at their core, and while I had my reservations coming in as a fan of older RTS franchises, they’ve managed to convince me once again that the best hook is not simply offering something that’s visibly better, but rather offering something that’s visibly different. I still think that there’s improvement to be had, but given how much I’ve enjoyed the first game, I can’t wait to see what they have to offer from iterating upon their memorable beginnings.

Playtime: 15 Hours
Score: 7/10

A fun little farming game! So recently me and my best friend did Steam Family share with our two accounts so we could bum off of each other's games. While he goes to my library to play Maneater and Cyberpunk 2077, I was like give me that Slime Rancher baby lol But I have been wanting to play this game for a while so it was a nice opportunity to play it.

I'm not a huge fan of farming games but this one caught my attention with its unique mechanics and first person view. It very much has that cozy, relaxing feel that farming games often have and aside from micromanaging your ranch, it's not a very challenging game. You collect slimes and bring them back to your ranch to gather materials from them. You have to put them into corrals, feed them specific types of food and make sure they don't escape. At first it can be a little overwhelming since the game doesn't have a main story to guide you through really and you're kind of just left to figure things out on your own, though the game does have an encyclopedia that gives you information about the different slimes as well the structures and gadgets you can build.

Exploration is another cool aspect as you get a jetpack that lets you get to higher places and you need to find keys in order to access other regions of the planet you're on. It's fun and I liked the artstyle. There is combat but it's very basic and enemies do very little damage to you so it's easy to defeat them or just outright avoid them.

Only thing that disappointed me was the story or lack thereof. There is a story that you learn through reading emails from other characters in the game or finding old messages left to you by the previous ranch owner. It's fine for what it is, but I kind of got bored at the 15 hour mark as farming and building games aren't really my thing like I said and without a structured story campaign to get me through it, it got tedious towards the end. But it's still a unique and fun game to play for a few hours.

All Games I have Played and Reviewed Ranked - https://www.backloggd.com/u/JudgeDredd35/list/all-games-i-have-played-and-reviewed-ranked/

Playtime: 4.5 Hours
Score: 7/10

A fun but short shooter. I always wanted to play this game with its very Bioshock inspired feel but always read how short it was so I could never justify buying it. But it was recently free on the Epic Games store so I finally dove in.

Gameplay wise, while there aren't any powers like in Bioshock, it's got some solid shooting mechanics. You get a pickaxe, pistol, shotgun, SMG and sniper rifle and they all work well enough. Enemies can kill you pretty quickly so you need to be on your toes and you can't carry that much reload, so you have to be strategic with when you fight. It's functional but I feel like a sequel would need to flesh this all out more. Also some of the enemy types are annoying like the suicide bomber droids, which I just hate seeing in an FPS.

The story I found to be quite interesting with some good dialogue and voice acting. The only issue is the story doesn't really resolve properly by the end, and it's pretty much sequel bait for the already announced, Industria 2. Because of that this game can feel like a tech demo and the second game will probably be what the devs wanted to make in the first place. Still an enjoyable game. I would recommend grabbing it while it's still free or get it when it's on sale.

All Games I have Played and Reviewed Ranked - https://www.backloggd.com/u/JudgeDredd35/list/all-games-i-have-played-and-reviewed-ranked/

Playtime: 8.5 Hours
Score: 8/10

A great little indie ARPG! So I heard about this game when it came out and it’s been in the backlog for a while until recently I picked it up. These last few weeks have been very hard for me on a personal level, with my mom being in hospital and her recently passing away. This game, though simple, provided a nice distraction from all the bad and for that I will always be grateful for it. But what is the game all about?

The story is pretty simple with you being a prince whose father is killed by some evil Frogs and now you need to rebuild the kingdom and get your revenge. The story was nothing to write home about, but it was enough to keep me going and I felt it had some good moments throughout. While the characters aren’t voiced the game is narrated by actor Doug Cockle, who of course voices Geralt in the Witcher games, and as someone who is a big fan of that series it was a real treat to get his VO here! The man could read the phone book to me and I would be captivated the whole way through!

Combat has that souls-like feel of dodging, blocking and parrying but thankfully there are difficulty settings which is great for me since I’m not that into challenging games. The easy difficulty felt good for me in that it was more forgiving but not brain dead easy and I did die a few times to bosses. The combat does feel very good though, with the hits feeling weighty and satisfying to perform and your character will even perform executions on bigger enemies which are fun to see. Alongside that you get a pretty nice variety of weapons and armors to find which always makes completing quests or defeating bosses satisfying since you get that great reward at the end of it.

The game can be a bit on the shorter side, but it's a satisfying campaign and you do unlock new side quests after the main story, so it's got a bit of an endgame to get through as well. Overall though, I loved this game and I look forward to the sequel!

All Games I have Played and Reviewed Ranked - https://www.backloggd.com/u/JudgeDredd35/list/all-games-i-have-played-and-reviewed-ranked/

You know what, I think they finally did it.

They finally broke the code and made THE Aliens game we all wanted ,but it plays in a way we never knew we needed.

This one has the tension, the strategy and the consequences. The trifecta of elements that was missing from every Aliens game.

This is the Alien Isolation of the Aliens branch.

as soon as this game ended i went online and enlisted in the US army. no child will ever suffer like this again on my watch

They catfished me with Moxxi into playing this DLC.
I thought that maybe it would be more fun with other players but I was wrong. Literally put me to sleep. Just skip this DLC, will you?

I really wanted to like this game. It seemed like it was right down my alley, but i came out semi disappointed. I have seen reviews of this game talking about how “there are so many characters and it is all out of order but somehow they make it work” when to me, they definitely did not make it work. I stuck it out to the end because i did enjoy the twists and turns but the story aspect which was my favorite part was still just okay. So much filler. SO much filler. Definitely dragged for a while. There was definitely parts of the story where i just wish it would have shown me an hour and a half cutscene instead of making me press buttons because i would have preferred to put my controller down instead of having to “think” about my next answer (aka pressing a button, finding the answer in a list, then mindlessly choosing that one).

This game is just so choppy. Obviously the main concern about a game structured like this would be pacing, making sure that if you are playing though 13 characters not in chronological order that the pacing still feels good, but they make it even harder with the gameplay aspect being a separate thing in its entirety. The pacing just felt so off, there was many times I didn’t feel compelled to keep going. I would start getting more interested in the story again and then would hit a wall and it would make me go do some combat that i was not in the mood for. Or i would be enjoying the mindless combat and then it would make me go back to the story. Just felt really separated.

The combat was quite boring as well. It felt like it boiled down to having your support set up defense and turrets and fire off long range missiles and then have your offense go up and use demolisher blade. There you go. By the time the 3rd wave rolled around i absolutley did not want to play anymore but was still kind of interested in the story so i just had to plow through. It took me a month or two to actually gain the desire to play.

Overall though, it’s a fun story. I think honestly i would have enjoyed it more as a tv show or something. Cool ideas for sure, but the execution was only fun for about the first 1/3, then it just felt like a slog. It is not a bad game, just didn’t succeed in keeping my interest.

The best story Rockstar has ever made, and possibly the most vibrant and life-filled world they've ever made, while also having some of the most restrictive and tedious missions in any of their main storylines. My first run was absolutely mindblowing and definitely cemented it as a favorite, but I find upon replays that there's a lotta stuff I wish I could just skip through.

Also it controls super weird but all their games have a very specific control scheme that's pretty unique to them, so that's to be expected.

Originally played it on PS4 but it's probably best played on PC these days to really bring out all the detail, and of course then you can mod the stuff that's tedious.

Sonic the hedgehog 2 improves upon the first game to the point where this is a perfect game. All of levels are fun and memorable, the music is even better in this game than the first somehow, and the bosses are absolutely perfect.

On top of this, the level design is much better than sonic 1, there so many more routes to take and the world's just feel SO much bigger. Also, every boss in sonic 2 was very fun to beat, especially the death egg robot. I was stuck on this boss for an hour at least, you need to fight two very hard bosses back to back with ZERO rings, so it's a little hard.

Although despite it being extremely challenging I would be lying if I said that this boss wasn't one of the best in all of gaming history. I highly recommend this game to anyone and everyone, I hope sonic 3 continues this trend of being better than your predecessor but after playing this I highly doubt anything can top this.