My mom bought me this game unprompted one day. Said she got suggested this by the store clerk.

Whoever you are, you managed to make a kid very happy.

Katamari Damacy is such a unique game. Uniqueness is Keita's middle name but this game goes beyond it all: Unique controls, unique artstyle, unique story, unique music, everything about this screams creativity and, to this day, no game has been as positively quirky as this one.

A gameloop as simple as "roll over objects, become bigger" becomes this journey to find all the funny gags around the world as you make your next stellar object. Everything about the direction of this game just blends so well with its core, that I might as well call it a miracle that it works so well. A few little problems here and there (controls are great, but not the tightest) thankfully do not hamper the experience at all. If you want to check it out, there's also the steam version that works very well.

It's never too late to play Katamari Damacy.

This game had the possibility of aging so badly from when I first played it back in 2004. Fortunately, it still holds up somewhat. Of course, the writing suffers from "Anime Aughts-itis", a terrible condition I've just coined. A lot of segments in the writing have not aged well at all, and obviously, that's to be expected for this kind of game. Everything else about this game feels barebones from its successors, but that's just how it goes for a series, does it not?

It's weird to go back to this game and see how thoroughly it preaches a message about morality and humanity, and then you get a bad sex joke to break the mood.

2018

Beat this in one sitting. It's rare that I actually do that when it comes to video games, so it shows how good this game is. All of the weapons feel super good to use, enemies are varied and fun to fight and the levels aren't a drag to go through. It's one of those games where "nothing is wrong", but perhaps it's missing this sort of... oomph, that would make it so much more fun to me.

I tend to use the word "oomph" a lot when reviewing things. It's the one word I rely on too much, but there's no better way to convey what I feel when it comes to describing a certain je-ne-sais-quoi that would make a game super duper good. This game has some of that special "oomph" I am looking for, but it's missing in some places. Perhaps it's the art direction and where this game takes place in that bores me a bit. I'm being harsh. This game is good. Go play it.

I've played this quite a while ago. This year, I came back to play it once more, whether I remember the cases or not (spoilers: I remembered them in their entirety). However, I never actually played case 5 this whole time. I don't know why, but I didn't.

So I played it.

It's interesting to call case 5 the peak of the game. Compared to the other games' peak cases - Which I will go through eventually, again. I've played them too - it's kind of, I don't know, alright? I think the general consensus about the first ace attorney is that this game paves the way for its sequels, and that is very much correct. I don't think I have much more to say about this game that hasn't been said before. If you like this game, you play the other ones. If you didn't like this game: Play the other ones anyways, I promise you they're a ride and a half.

In a world where big publishers are currently competing to make the biggest disappointment in the gaming industry, Activision/Blizzard are far and beyond the winners of this race. What could have been a jewel of competitive gaming history, became the catalyst for the shitshow that is any single multiplayer game out there. The legacy this series has left us has poisoned the well for most likely all eternity. We gotta owe it to Overwatch for ruining not only competitive video games, but how multiplayer video games are designed.

When we say a game is an "X killer", like world of warcraft and all that, Overwatch became the Team Fortress 2 killer, but not for the right reasons. That's right, I'm blaming this game/series for enticing TF2 to make that god forsaken lobby update. It's that bad.

I'm sorry, Jeff. This probably wasn't your fault, but god damn.

this game throws curveballs like a baby throws tantrums

A very OK game, I guess.

A friend described it to me the best: It's a souped up flash game. Derogatory sentiments aside, the mechanics for the most part are fun: The whole point of this game is to feel like a badass, and you most certainly can be a badass. An increasingly deadly arsenal is given to you throughout the game (you get the last weapon like, 4/5ths of the way through), which keeps gameplay fresh enough to not bore you and close the game half way through the story, if you can call it that.

My main gripe is that there is aim assist in this game, and it's extremely helpful. So helpful that it prevents me from properly aiming in certain situations, which leads me to unavoidable damage. As far as I've checked, there's no way to turn it off. It's pretty frustrating, not gonna lie.

This was in my backlog since the game's release, lol. If I felt any hype for this, I might have felt disappointed by this game.

The best way I could describe this game is "EVE Online, but anyone can join in at any time".

Puzzle Pirates is (I'll be honest, i should be using "was" here) an MMO from the aughts that did Pirate gameplay right. As the title suggests, the gameplay is all puzzles. You don't have stats or anything of the sort: you have you, yourself, and your brain to Explore, Battle and Barter.

As a new swabbie, your goal is to help other crews sail the Seven Seas, attending to different stations to maintain the ship. From when the anchors raise, teamwork is on full power. As a captain, you have to direct your ship and crew as you sail and fight other ships. Everything that happens in your ship melds together to form the core Puzzle Pirates gameplay, and it works marvelously.

The puzzles will kick your ass, however. The rating system is unforgiving: you feel like you can do fine, but the game doesn't think you're stylish: Just doing the puzzles isn't enough, you need to perform combos, complete sequences quickly and not waste too many turns. The puzzle truly starts when you have to think of the optimal way to complete it. After decades of playing this game on and off, I still can't do it right on some of the stations.

Should you not want to do all that ship stuff, you can always live the life of a magnate, owning a shop, perform jobs in a bustling city... if you can find a deed to a building, of course. There's an entire fleshed out market out there, and you can make lots of money that way.

Speaking of money, Puzzle Pirates also has one of the best monetary systems I've seen in a free to play game. Doubloons are what's considered a payable currency: You can buy a bunch of them for a decent price, or you can farm just a bit from jobs (it's really not that long) to get a good amount. Doubloons are how you get temporary badges that let you do more things in the game. There's not much in the game that forces you to buy doubloons, if at all.

Today, this game's servers are still running. However, the number of players at any time can easily turn your head away. Puzzle Pirates has become niche, and its heydays are long gone. You can still play and experience a decent amount of content, but it's the best when you're with a full crew of players.

I am not kidding when I am saying this: Grey Havens, if you are reading this, I want to see a Puzzle Pirates 2. Hell, I want to make a Puzzle Pirates 2. Let's make it happen.

This is the first ever Bethesda (First Party) game I've completed. If you don't know what that means: It's a fucking tall order, and the obstacles were certainly there. Innumerable are the times I'd start a playthrough of their previous games; Fallout 3, any Elder Scrolls, but not Starfield. I'm not playing Starfield. Every attempt at a playthrough was met with a Toy Story esque ending: I leave my toys behind, never to be played again, or unearth one for a few minutes, only to give it back to the forgotten.

Fallout 4 is painful. It's a game that, once again with Bethesda, they do not get it. The writing is ass, the gameplay systems are wonky at best and the stability is as bad as my ADD-addled goldfish memory. "It just works" is a stretch, but it's still the truth. The painfulness of Fallout 3 radiates (hah) through 4, with its forceful decision making and RPG mechanics that dumb down what could make the game enjoyable. Dare I mention New Vegas here? I just did: It's inevitable to do the comparison. The adopted brother is doing much, much better at school than you are, 4.

But I'm not ultimately here to compare with New Vegas. I'm here to assess Fallout 4 as is. As is, being, that I did not install a single mod on it, not even performance enhancers. Bethesda shipped a game, and I shall play it. Simple as. Was it regretful, that I refused to modify my game so that it wouldn't crash or softlock on silly occasions? No. I knew it was just part of the Bethesda experience. I was prepared for it.

I will, however, go back on my word to say that I will compare this game with Fallout 3, as it is impossible to review Fallout 4 without mentioning Fallout 3 if you've played Fallout 3 already, even if it is but an inch of it, like I did.

Let's start with Fallout's loved(?) RPG system: It's a mess. Bethesda really thought that simplifying the stats and perks to be melded together would make gameplay more enjoyable. I don't know who's smoking what, but it stinks bad. It's a system that warrants less importance to stats while... increasing... stats. More of the same ol' is provided to you: Would you like a crumb of increased damage? Of course, you can vary your gameplay: Simply increase your damage output for a certain weapon type of choice by a slight percentage. That's variety, right? My character is now raised as a damage dealer, rather than be a damage dealer, or perhaps even a damage dealer, maybe with a side of "I pay less at shops now". Fallout 3 did that, too, by having both stats and perks assigned to dealing more damage. Instead of dealing with two types of points systems to further increase your DPS, you get one. How innovative. Oh, but there's more than just combat for these perks, right? You get to put points on being able to craft more damage dealers, or perhaps bypass certain points of the game so you can get to deal damage earlier. Oh, but what about those "unique" weapons, which cannot be scrapped but they do more damage! I'm feeling the variety on this game, oh my! I'm oversimplifying my explanation of the problem, but I guess that makes two of us, now.

How about the writing? I'm sure Bethesda learned from their problems with assigning threads of fate to your main character, right? Nah, it's still there. My playthrough was intended to be "Just this person looking for their son, while avoiding unnecessary trouble", but of course, it's the wasteland: You're expected to run into trouble. But what about trouble that you could, you know, prevent by yourself, by decisions that only you could affect? Perhaps you know where I'm going with this if you've played this game already. This review is as spoiler free as I'll try. I might spoil a few things, but I'll serve these as warnings for what you might get into, if you wanted to play the game for yourself.

Factions are, once again from 3, single minded. The one track mind is the easiest track mind to write when you can let the bigger mind do the tracking (that's you). Factions are resolute and unyielding. If they have an opinion, you're not talking them down on it. Diplomacy is never the option. You start the game learning about the Minutemen, who are just kinda there because they want to protect and, uh, serve, I guess. They're like an NCR lite, they just aren't big enough to become the NCR yet. Then, you got the Brotherhood of Steel. Oh hell yeah, the Brotherhood of Steel! The guys you see on the box art! They're so cool and prevalent within the Fallout lore! I can't wait to... reads script be very racist with them? Go listen to what the important and nonimportant NPCs have to say, it's the only thing on their mind. Also, you've heard the meme about the Minutemen wanting you to go save a settlement for the nth time, right? The Brotherhood of Steel are ten times worse, oh my fucking god. Then you have the Railroad, who try to be secretive but fail massively and are here to be Understood or Misunderstood, no middle ground.

At last, there's the Institute. Again, this is a spoiler free review, so I can't say much about them. They're the boogeymen who kidnap people, or whatever. It doesn't seem to happen under your watch, so they're very mysterious. I will be honest and say that pre-discovery of what the Institute is, they were a good source of motivation of going through the game. After that, well...

Much like Fallout 3, the writing is a case of Yes vs. No. Do you want to do this thing and not add your own ideological nuance to it? Go ahead, Fallout 4 is great at doing that. Just do what's told in your path, and I'm sure you'll do just fine. Pick your favorite faction and listen, don't debate.

Ah, but what about the gameplay? It's surprisingly easy to be extremely overpowered. I have, mind you, completed one DLC story mid-playthrough, which has made me very, very strong, with big weapons and increased levels (not that that has done much). By the time that happened, I was getting bored really quick, and playing anything other than the main story has become more and more of a chore. The loop is ultimately stale. At the beginning of the game, you do get a great sequence of events, teaching you the things you can do, like handle settlements, have companions and dealing with Power Suits. I've done one of those things (it's the Power Suits) eventually and, other than requirements for some quests, handled settlements. Initially, it felt like a good gameplay loop: Explore, scavenge, fight, settle. It had more or less one more point in the loop than 3's, so that meant the game had a bit more variety put into it! Eventually, you realize that it's extremely optional and optimizing settlements doesn't lead anywhere storyline-wise. If you like to craft and manage these settlements, I'm obliged to tell you that the functions for that are frustrating at times, but still functional enough that you can have some fun with it. It's not my cup of tea, but I know it'd be a delicious cup for some. And so, we're back at the tediousness of Fallout's open world loop: Explore, scavenge, fight. It gets tiresome fast and, without any very remarkable landmarks, you tend to forego the exploration part of the game and, once you get very strong (and you will), you will want to forego scavenging. Where does that leave us?

Also, for some reason, the devs really wanted to make your character go through a slight cutscene if you ever wanted to handle a computer. It wasn't like that with the other games, so why here? You don't even do a funny slow walk to a door if you wanted to pick one, so why only computers? Why am I being pissy about it? It's because I softlocked at least a number of times equal to double digits because of that decision. (<-) Sarcasm: It's great for making you want to play more of the game. Oh, and the occasional game crashes, too. That was to be expected. Thank god for the decently implemented auto-save feature.

Fallout 4 is a game that I've had to fortify my resolve to, at the very least, beat it. I made it my goal to play nothing but that until I got to the end of one playthrough, lest I open another game and send the toy to the box at the end of the storage room. It's a sign that Bethesda will never learn, but we never know, maybe they will with their next iteration... which is what I would never had said, even pre-76, and we all know what happened with that game.

Far Harbor was the one DLC for Fallout 4 that I bothered playing. If you read my Fallout 4 review, you might know why.

I'll be short and quick with this one, because Far Harbor's only discussable quirks unique from the base game are its writing and - sort of - gameplay aspects.

Let's get this out of the way: The writing is far more bearable in this DLC. You get your usual factions who all have their reasons to conquer the land of lots-o'-fog. For once, however, you get CHOICES where YOU can INFLUENCE factions on how this situation should be DEALT WITH. Crazy, I know! The story didn't feel like a slog and I guess I didn't hate its characters. Whew.

Gameplay-wise, we have a few novelties. First is the elephant in the room, the "workshop" mini-game. If you know, you know. It was such a breath of fresh air, but it all came crashing down with a very unintuitive system. It was awesome, until it wasn't. Damn shame. I was ready to quit after round 3.

There are some new weapons, but I didn't bother with them. I didn't bother with them because I knew they wouldn't do nearly as much damage as my current non-legendary weaponry. It's nice to give more shooty things, but it would have been nicer to have these shooty things do something new to freshen up the room.

In the end, this was just fine. I'm glad they didn't fuck something up, at least.

I find it funny that I can review doom wads in a website like this, but don't be fooled: This WAD is a full length doom mod. A game of its own, if you will.

Eviternity is a product of love for all things DOOM. Its ambitions and technical prowess are nothing like we've seen in a DOOM engine game, but is it better than DOOM?

No, but that's not the point of Eviternity.

I played this wad on Ultra-Violence. I'm not as well versed in DOOM as its devoted fans, but I do know a thing or two about how to play DOOM. Of course, as a result, I've been humbled. Eviternity presents itself as more or less a "fight by fight" mod, or in other words, you're going to feel like you're fighting in arenas more than you're going to feel like exploring an entire map while encountering enemies along the way. It's a question of pacing and also a question of preference. I'm not in the camp of doing arena fights, but I still enjoyed what was given. These fights are hard, and I've tried my damnedest best to not save on every encounter. Some of these fights (thankfully not too many), I'm sorry, are kind of bullshit.

See, Eviternity adds a few new enemies (as well as modify some base game ones as well). One of these enemies is the "Annihilator", which is a Hell Demon, but Cyber. It shoots missiles and also chainguns people to death harder than Chaingunners do, and that's saying something. I hate to say it, but these enemies are terribly designed. They're frustrating to deal with, they have a high amount of damage output AND they have a lot of health. They're also put in many scenarios where the player can easily get owned by them. They are simply not fun. The astral beings from Out There, In The Universe, told me that they are changed in the sequel for the better.

Speaking of Chaingunners, some map makers really, really like the idea of adding to the difficulty of a map by adding as many as possible. Some of the fights obviously had the process of "Hmm, this is a bit easy, actually. How should I make this harder?" to which the answer is, of course, chaingunners. Call it a nitpick, I call it a disappointment. These are not the kinds of enemies to place around to make fights harder in a good way.

Alright, I've got my complaints about this game out of the way.

This mod is fucking beautiful. Holy shit. The music accompanies it very well, the Capital A Architecture on some of these levels is impressive. These people went above and beyond for what's expected in a DOOM wad when it comes to visuals. It's a full fledged journey. I'd stop and wander around after fights, just gushing about looking at the set pieces. You could play this in no-monsters mode and have an outstanding walking simulator to enjoy. There is a story in Eviternity, but it would rather just show you the environments than tell the story because it's just more important and efficient that way, anyway.

Difficulties are well adjusted as well. I did a quick look on the easier modes and they should be a good start for people who aren't as good at DOOM, but still want to experience a new, full length DOOM game.

There isn't a game out there that's funnier than this one.

This review contains spoilers

An intermissive for the series: Kiryu's Great Vacation.

The stakes are arguably much lower in this game, leaving place for Kiryu to finally have a bit of a break. Of course, he never catches a break, but for the first time, we get to see him do something he likes doing.

The story focuses a lot on the orphanage, just as much as whatever's happening in the criminal world. If anything, Kiryu wants to deal with the kids much more than with the Yakuza, and for good reasons. So the game does that. Unfortunately, taking care of kids isn't what the average yakuza fan wants (and they're wrong). They want Kiryu kicking ass, not be a super cool guy. Thankfully, I get to see Kiryu be a super cool guy, so this is right up my alley.

Giving a spotlight to every child in the orphanage throughout the story was very heartwarming. I got to enjoy a casual lifestyle, while helping kids stray away from a life that the main character went for. It's a sort of atonement for Kiryu, and so his goals and actions end up being more cathartic than you'd might think. People hate this about Yakuza 3, for some reason, but again, they just want to mash Square in front of a dude blocking every attack.

Unfortunately, the story's not all sunshine and rainbows, or all good writing, for that matter. Should Rikiya, a new character in the series have any fate, perhaps giving him the one we had to witness shouldn't be as infuriating as it is, to say the least. Bonus points for dragging on his death with sappy music and, for the first time, Kiryu pouring his heart and soul for a friend he just made. I just sat there, waiting for the scene to end. In the end, Rikiya dying didn't even mean anything: There was no rhyme or reason for him to keel over, not even a motivator to keep things going. The writer(s) decided to just write off a character whom I loved from first meeting, because... ???

Yakuza 3 is also, yet again, a case of not really knowing how I should be rating an installment of a multi-part series. Combat felt watered down and kind of frustrating for different reasons from the other games: Enemies block WAY too much. You have a semi-solution to it (don't button mash). I still enjoyed it for what it was, at least... I feel like that's it. This really was an intermission for the next game, although I can't imagine someone's reaction to the ending of this game after what happens right before the credits. That'd be a right-A dick move, if nothing happened after the credits.

I also spoiled this game to someone unknowingly so I'm gonna go kick my own ass to oblivion. Be right back.