14 reviews liked by qig


This review contains spoilers

At our core, every human is a patchwork of ideas imprinted upon us by others, both consciously and subconsciously. We then continue the cycle of imprinting on those around us, again, both consciously and subconsciously. There’s a reason all art is political, even if not all art desires to engage politically.

It feels impossible, no matter how trite it may feel, to discuss Jimmy and the Pulsating Mass without consistent reference to the inspirations it wears on its sleeve (a strong enough invitation for comparison). Something of a classic Final Fantasy-structured globetrotting adventure with a reinterpretation of Yume Nikki’s transformation system. And, most pressingly of course, a closer set of vibes to what makes the Mother trilogy so beloved than any other game I’ve played. Standing on the shoulders of giants, Jimmy manages, with only a few missteps, to coalesce into an immensely charming RPG with an impressive amount of depth to it.

It’s quickly apparent getting situated in Jimmy’s home atop the clouds it’s some kinda of dream world, beset by the growing rot of the titular Pulsating Mass (an obvious stand-in for… something). This vast world, so rich in variety, is the star of the show. A constant stream of interesting new locales and dungeons reflecting upon Jimmy’s young psyche manages to capture the oh-so-pristine feeling of being a real globe-trotting adventure. It really hits in the endgame cleanup, having the Final Fantasy airship moment and realizing how far I’ve come since the starting island, and how much there still was to experience. Even when I dug well into the game, there was still a solid half-dozen side dungeons with their own unique aesthetics, lore, and gameplay mechanics I never even touched.

Combat alone is chocked to the brim with a stupid number of elements that are so fun to really dig into. Jimmy alone has like 10 separate forms he can switch between in battle, each with completely different niches. As you level them up you unlock pieces of each form to spec base form JImmy into any sort of fearsome fighter. The rest of the team have more predefined niches, but plenty of weapons, equipment, skill manuals, accessories, and collectable furniture that gives a ton of flexibility in the team dynamics. Towards the end, the game does some I LOVE when games do: giving you gimmicky equipment that fundamentally changes how characters work. In the final areas, my healer was rocking with the strongest basic attack in the entire party after an entire game of her being the weakest by a large margin.

The enemies, not to be outmatched, are full of their own little gimmicks, particularly interacting with Goon Jimmy’s grifting. Got an alarm robot in the way? Just steal its voice box and let it flounder in silence. Didn’t steal it and let the alarm summon a Deathbot 3000? Just steal the Deathbot 3000’s voicebox and—oh—that doesn’t prevent it from death-ing you. Of particular interest, basically every boss fight has an interesting gimmick attached to it as well. It’s an interesting contrast to Final Fantasy VII, which (like VI) opens with a boss who’s counterattack serves as a good tutorial to the ATB system, before forgetting boss gimmicks can be a thing until the superbosses. It’s really impressive how well realized Jimmy’s combat ends up being, easily the best combat of any RPG Maker game I’ve played (granted, Omori is probably the only game that remotely competes).

Unfortunately, the game decides to take on particular element from the Mother series that… well… read my Mother 3 review: the combat gets to be a SLOG. While it has the nice QoL feature of being able to ignore some encounters when you hit some arbitrary requirement (I assume level??), each individual encounter is difficult enough and enough of a resource drain to become exhausting, and often leaving you unprepared for boss fights with massive HP pools at the end of a long dungeon.

Almost every boss became a loop of attempting it, realizing I did not have the resources to survive the war of attrition against the boss, then switching to easy mode to get through it. The reason it took so long for me to beat the game was the constant ramming my head against a wall before putting it down for a few weeks, several times over. Until halfway through the game when I decided to just keep easy mode on full time. despite the game pinning normal mode as “the intended experience”, easy mode was so much more enjoyable. It saved the experience for me really, turning it into a really chill adventure overall.

This adventure is constantly intertwined with the adventures of a whole bunch of other characters. While the concept of “reoccuring side characters” is of course not remotely unique, I think its notable how many the game has. Halfway through the game the game stops everything to do what could be called an “every character in the game so far tournament arc” and it’s a delight. It (perhaps counterintuitively) really builds up the sense of adventure and strong vibes.

To reuse the phrasing that certainly made people silently wish death upon me on the Mario Discord, Jimmy and the Pulsating Mass is the “quirky Earthbound inspired indie game” that most exactly captures the vibes that made the progenitor trilogy so appealing. I struggle to pick out the exact elements that make them match so hard beyond a lot of very earnest humor interspersed with some really engrossing descriptions (albeit far more R-rated than anything you’d find in Mother). Still, it ended up making for a very similar feeling experience to the one I had playing Mother 3 last year—and not one that felt derivative in the slightest.

The art style does not carry the vibes as well as the writing, with sprites often looking fairly crude in a way that feels amateurish. It gets a tad unbearable in the game’s gorier moments. Sometimes, the game pulls out a pretty impressive looking part that makes me think the spritework is meant to reflect the crudeness and edginess of a child like Jimmy’s thoughts. But then I see the kinda abhorrent spritework for the visual novel section of the game and I lose benefit of the doubt. At least the soundtrack absolutely slaps.

Ironically, the weakest characters end up being the main cast: Jimmy’s family. They’re not bad characters, but just end up feeling kind of thin and “along for the ride” when spending so much of the game with them. And when the story is so focused on Jimmy’s family, it ended up not really emotionally landing for me, especially compared to how I’ve seen it hit some others. It took until near the end, when Jimmy is given brief flashes on consciousness to realize the Pulsating Mass I suspected to be some sort of metaphor (Earthbound-inspired indie RPG about depression REAL???) was literally a Pulsating Mass. It’s a cancerous tumor. Jimmy is in a coma. Then the rest of the game ends up playing out just about how you’d expect it to. While there’s some texture provided, particularly during the glimpses back into reality, to keep it from feel too trite, I can’t help from feeling somewhat dissatisfied.

Jimmy’s adventure is moreso about the journey than the destination, though, and I think the game even makes the case for that. While not some must play game that will stick with me forever, there’s so much heart that it’s hard not to really like it in spite of the issues. It’s a game of impressive craft, especially considering it was a solo development.

For the final, secret form Jimmy can unlock, he imagines himself as the phoenix. “He feels alive. Energized. Jimmy thinks that if he put his mind to it, he could fly right out of bed. He could fly and fly. He could burn bright forever, like a brand new sun.”

It’s a game that knows how to be beautiful.

I wish i could be as patriotic for my country as i am for super earth. DEMOCRACY

This game could have been perfect if they cut out all of the enemies, bosses, and a couple other ideas and focuses on the core platforming and vibes. It's very frustrating because I believe it could easily be one of the best platformers ever if these simple issues were fixed. A sequel addressing these issues would be magnificent since the core platforming with the drill and hook is some of the most fun I have ever had with a 2D platformer. I hope this studio makes more good games.

I played the Pepper Grinder demo during Next Fest and I really loved it and I was eagerly anticipating the games release, and I immediately picked it up once it launched. Despite some of the good that crops up during the game, overall Pepper Grinder is a massively, MASSIVELY underwhelming game.

Before I get into the issues I have with the game, I just want to mention that the art and the aesthetic of this game is pretty fantastic. The pixel art, the animation, the color palette, how diverse every level looks, it's all really impressive stuff. Drilling through mountains and volcanoes and icebergs and ruined cities all make for really fun settings for the game. It's just disappointing that all of that feels wasted on levels that don't take advantage of what makes this game great.

Pepper Grinder excels when it's just Pepper, the Grinder, and a whole lot of dirt. The movement is tight, its fun, it's fast and it's got a lot of personality to it. The game throws in some fun gimmicks too like dousing lava with water to allow you to quickly drill through the magma before it melts again, or ice that will break behind you as you drill creating exciting moments of platforming in really unique ways. The game just discards these ideas so quickly that with a run time of roughly 3-4 hours, they feel very underutilized. Some of these ideas only appear once, or maybe twice out of 23 total levels and I just wish there was more I could do with them. And it absolutely does not help that there's so many parts of other levels that focus on all the things that don't make the game fun. Having to shoot rockets at ice takes longer than it needs to, 'combat' sections get old after the first one in level 1, and World 4 is almost entirely focused around these slower, less drilling inspired things. One entire level in World 4 has an entire three places to actually drill, and the rest is filled with unfun autoscroller combat with a machine gun. There's just far too much in this pretty short game that's just frustrating or unsatisfying. But even still, there's a lot of fun to be had when the game isn't focused on all the things that aren't fun. If the whole game was like this, it wouldn't feel so bad, except for one giant glaring problem: the bosses.

The boss battle in this game are outright bad. There's unfortunately not a single one that is fun, they're tedious and frustrating to fight and show off every single flaw the game has on offering. This game is just not built for these, they don't add anything to the experience and actively detract from it. The final boss in particular is especially bad, the first phase is fine (even though halfway through the AI broke for me), but the 2nd phase is genuinely a slog to fight. It's like one of the worst combat arenas I've experienced in a game since the good old Capra Demon fight in Dark Souls.
Just all round really frustrating bosses that do nothing to enhance the strengths of this game.

Maybe I went in expecting the wrong things, but this package has overall left me largely disappointed. So if you are like me, and you played the demo and really loved the fast paced drilling action and wanted to get this for more of that, I cannot recommend Pepper Grinder for how misused this games mechanics are that get focused on all the wrong things.

I think overall the story is one of the best in the series, the great voice acting def helps! Sadly being a very faithful remake of a NES game does make the map pretty lacking, also celica is REALLY dumb from the midpoint forward of the story and does dampen the game abit. That said gameplay is really good, its prob one of the best fire emblem games.

A relaxing JRPG, i dont know how much i'd be able to recomend it to people, its really easy until it isnt (That one infamous boss.) Does have a very unique leveling / skill system though.

A good ace attorney game with a banger OST , game is a bit short though! Except for last case which kinda drags on

Definitely one of the best pokemon games! I did like Black 1 more though, this game's antagonists are kinda mid compared to my boy N.

I removed 0.1 star from final score for each Berserk / Sleep staff :)

Really fun gameplay, New characters introduced here are all entertaining, the story is great short and to the point. Ending made me ugly cry.