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This review contains spoilers

Until Dawn was an unexpected treat for me, so when Supermassive announced they were gonna do a whole anthology series, I was on-board from the word go. Gaming doesn't really have anything like that (unless you consider, like, Final Fantasy an anthology series, but that doesn't feel right), so getting it from a studio that had proven its ability to play with cinematic horror with casual, super-approachable gameplay was a slam dunk in my book. So while I didn't get Man of Medan right away, I didn't delay too long, and I charged through it over a weekend.

...Man of Medan was fine. Not amazing, not terrible, but a'ight. I'd sort of hoped for amazing, which is why (as of this writing) I haven't picked up any other of the Dark Pictures Anthologies games. But I think that's sort-of unfair for the game. It's not trying to be as ambitious as Until Dawn; it's perfectly happy to present a tense horror scenario for a few hours, then call it quits. There's a decent mystery at play, and the visuals, while kinda hard to see at times, are a pretty good blend of photorealistic mocap and out-there horror fare. For a bite-sized release, it's fine enough.

I am fascinated by this game's "Bearings". They're the replacement for Until Dawn's "Butterfly Effect" system, and while they generally don't feel as impactful due to the absence of Until Dawn's Totems, they're perfectly serviceable and make for a solid enough measuring stick for a player's playthrough and choices. There's a catch this go-around, though: paying attention to and acting upon established bearings is not unilaterally good. If you're playing through this with the intent of saving as many people as possible, trying to ace all the plot beats underlined by the Bearings will actually screw you over. I'd been conditioned by Until Dawn to try and do all my homework, get all collectables, see sidequests through, etc, so I took that same approach here, dutifully relating the name of the ship to satisfy "Military Bandwidth" and, in my second try (more on that shortly), being sure to save the Distributor Cap in... "The Distributor Cap" (sort of wish they played with these names a bit more). I didn't get any endings that otherwise would've stranded the player characters on the ship, but if I had, my 'clearing' "Military Bandwidth" would've ensured that everyone died! Furthermore, because I took the trouble to save the Distributor Cap, I essentially guaranteed a bad ending for Conrad, since I'd made the decision to have him escape and get the coast guard. The game counted it as everyone surviving, but between the millitary coming, Danny being alive, and the other coast guard dudes with him - Conrad couldn't be long for this world.

Fresh off my playthroughs, this annoyed me and struck me as bad design. Why put so much focus on this system highlighting how well you did, and then use it in service of screwing the player over in the end? Perhaps I should have realized from collectables that the US Military would still consider a 72-year-old bioweapon a military secret, and that they'd shoot anyone who knew too much on sight, but the whole thing felt cheap and dumb.

However! Now that I've had time to sit on it, I better appreciate what they were going for. The "Bearings" don't exist to pass moral judgement. They're purely neutral observations of choices and consequences. The Curator says as much himself. The Analyst was there in Until Dawn to pass judgement, but that's not The Curator's scene - he's just the man who holds all the stories. And anyway, isn't it proper genre work to have an ironic twist at the 11th hour that foils all the hard work the heroes (and player) put into trying to survive? There's any number of horror movies that shake out like that, the best of which being the ones that get the viewer to think. And it took me a while, but darn if it didn't get me thinking.

Ah, yes, I got two separate endings. My first playthrough saw me get both Julia and Fliss killed (thank you for the sassy "Right There With Ya, Boys!" achievement, game). I call some shenanigans on Julia for failing to diffuse things with Junior, but Fliss getting got was 100% me getting twitchy, knowing full well what was going on and that I shouldn't have gotten twitchy. I reloaded my save afterwards, jumping back to right before Julia was ded, and did my best to save everyone, with the mixed results as mentioned before. I will complement the game's Chapter system for being suuuuuuper flexible and making backtracking while retaining some progress nice and easy.

My perspective on this game was definitely skewed by having played Until Dawn first, and not being able to look at this title separately. With distance, I find myself thinking of this a bit more highly of what Supermassive was going for here. Does that make it resonate better with me? No, not really, but I better respect what they were going for here. Honestly, sorta makes me want to try Little Hope, see how they progress the template for Dark Pictures. Though, given how much that title seems to be playing with the Salem Witch Trials (with which - heh - I'm decently familiar), and seeing how the point of Man of Medan was taking a rationalist stance on its seemingly supernatural mystery, I dunno that there's a whole lot for me to be surprised by. Still, nothing ventured...

P.S. - I didn't mess around with them, but I appreciate all the alternate modes for existing. Trying to add variety, particularly cooperative multiplayer, to what's more or less a high-budget visual novel is commendable. Can't personally vouch for how well it works, but I appreciate that it exists!

P.P.S. - The Bends + Booze ≠ Guaranteed Death, game. MAYBE it reacts poorly with the toxic gas in Julia's system, and the three things are just the right cocktail for a fatality. But still, what the hell.

This review contains spoilers

Dammit, I swear there were multiple times as a kid where I managed to bring everyone with me to find Clementine, but this time, I was forced to choose between Ben and Kenny (Omid and Christa were with me, at least), and Kenny was hesitant to join me because... I wanted him to slow down with the boat for a little, I guess? That's all, I've almost always been on his side.

I chose Kenny over Ben, btw. I think Ben is a funny character, but I'm not choosing him over Ken.

This playthrough is making me realize that Kenny isn't all I remembered him to be, I used to really like him, but now I see he can be a bit of a fuckass. Plus that one joke he made in the last episode was not good lol. Oh well, though, he's good to have around. Hopefully this won't affect the future seasons too much since I know he's at least still around in season 2.

My choices:

-Had Kenny kill the boy in the attic (would he have been more ok with coming with me if I didn't have him do this?)
-Was rational with Vernon (it's so fucking funny that every line in that scene is either that you're rational with him or you threaten everyones' lives for no real reason)
-Brought Clementine to Crawford (we brought Ben, there's no reason to not bring her)
-Pulled Ben up (If you let him die, you didn't learn the theme of the episode lol)
-Showed the bite (literally, why not)
-Joined by Omid, Christa, and Kenny.

WHY WERE THEY ALL JUST STANDING AROUND IN THAT CLASSROOM??? THEY HAD SO MUCH TIME??? LEAVE

This review contains spoilers

Seen this ending so many times, I wasn't expecting it to still get me. No full on tears, but I was close. Beautiful ending, I love Clementine.

I was upset that I couldn't bring Ben with me at the end of last episode, but his blowout at Kenny made it worth it, I loved seeing how their stories ended here, and I know Ken's continues.

Not much to say, really. It's a great ending.

My choices:

-Removed Lee's arm (I knew this would do nothing in-universe so it's kinda funny I did it, but it's what I would have chosen if this were my first time)
-Calmly argued with Kenny
-Surrendered my weapons (makes more sense, although I don't think it really matters)
-Clementine killed the stranger
-Made sure Lee didn't turn (if you let him turn you SUCK!!!! just kidding idc it's a game)

Never got why the game ends in that wheatfield no matter what options you choose. Did Omid and Christa just not wait at the train for long? I guess it was supposed to be ambiguous, but retroactively, it makes no sense.

This review contains spoilers

People love episode 2, but I think this is probably the best of the first season besides maybe the finale. The emotional stakes are high, the twists keep turning, and every character gets added development - plus, Omid and Christa are characters I've always liked a lot.

Speaking of Omid, he looks and sounds like he's from Half-Life 2. Nothing more to add there, but that's what I think whenever I see him.

So, anytime I'd play this game before, I always chose to make Ken shoot Duck. I absolutely get why that's the worse option, but it always made sense to me in some way. It's his kid, you know? I felt like, in a way, he'd never forgive himself if he didn't do it. Maybe that's twisted thinking, but that's how I always felt before. Well, this time I didn't do that. Both because I looked up how others felt and everyone seems to be in agreement that Lee should do it, but also because, all these years later, it felt right to.

The train puzzle that takes up a while of the time is probably a big hold-up for a lot of people. A long stretch of space to walk, and if you don't pick the right tool you gotta walk back and forth a few times, which can definitely be annoying. I wouldn't say it's the most fun puzzle, but it wasn't bad.

I like this as an end for Lilly's character in this season. I say "in this season", I'm not certain if she comes back, but it's very open for her to. If she does, that'll probably be pretty interesting. Anyway, she's an intriguing character in my opinion, and my appreciation for her has only grown over time.

My choices:

-Shot the girl in the street (surprised this was the less-chosen option. Did people really think it mattered too much?)
-Let Lilly back on the RV (interesting that this is actually the more common option. I guess people understand Lilly's plight, even after killing a beloved character?)
-Talked Kenny down (pretty easy lol)
-Shot Duck (rip)
-Helped Omid first (accidentally helped Christa at first so I had to reset lol)

This review contains spoilers

This one has a very satisfying conclusion, though I can't help but feel like the Larry decision is purposefully supposed to make you hate yourself no matter what. Like, morally, I think helping Lilly is the right thing to do, but I also already knew that Kenny kills him anyway and that the next episode is Lilly's last one anyway, so why care? I'd rather help Kenny. I don't remember if you get the chance to try to make up with Kenny if you don't side with him, or if you get the chance to make up with Lilly if you don't side with her, but I don't think you do for either. You're just stuck, which is annoying. To make things even worse, I chose not to kill the brothers, so obviously Lilly sees me spare these two demonstrably worse men than her father right after helping kill him, ugh. Probably the worst-feeling major choice in the first five episodes, no matter what you pick, from what I remember.

I really like Lilly as a character, she has a lot of depth, and if she wasn't so intrinsically linked to her father, she'd be even more enjoyable, but unfortunately you are forced to either shit on her constantly or distance yourself from Kenny, that sucks.

Anyway, when I first watched this episode, I didn't even really know cannibalism was a thing (too young for these games lol) so that being the major twist really caught me by surprise. Funny enough now, though, whenever I see characters like the St. Johns in media, I just kind of immediately assume they're cannibals, particularly in zombie and horror media, and they honestly lay it on thick here, there are practically no other things to suspect them to be.

One thing that bothers me with this kind of game - I suppose it's unavoidable in some capacity - but the text sometimes just does not convey the emotions. So when you rush down to stop Clementine from unknowingly eating people, you might instinctively press the option that says "IT'S PEOPLE!!!" It's literally in all caps, so you'd think Lee's gonna yell it. But... no. He says it pathetically, like he's making a joke and realizing midway through that it's not landing, so Clem still takes a bit. I chose this option because I thought it might stop them all from eating. I guess you can only stop Clem, though. Oh, and on my first attempt before that, my mouse was acting up and instead I said nothing, so I ended up resetting twice, which is quite annoying.

Well, I think moving forward, I'd like to share each of my decisions in each episode, see how my mind operates.

-Chopped off David's leg (I knew he'd die anyway and attack as a zombie, but still)
-Had Danny shoot Jolene (I mean, it's pretty easy not to and why would I?)
-Helped kill Larry (Essentially no choice here, don't try and make me feel bad, game)
-Didn't kill both brothers (or either, for that matter)
-Didn't steal food (I love how Ben says they shouldn't take it but he's got a big goofy grin as he takes a box)

Not a major choice, but I gave food to Larry? Carley, Duck, and Clementine.

Ken calling Lee "urban" and then saying "shit, man, I'm from Florida" kills me 💀

This review contains spoilers

I've played this episode a million times already, but I kind of wish I never had so I could experience it with a more mature approach than my first dozen times. Not that I'm the most mature now, but certainly more than twelve years ago.

I'm sure I'll be shocked by future statistics as well, but man the stats of this first episode are astounding. It's so easy to accidentally lie to Hershel that I don't know how more than half were honest. I know Duck is annoying, but barely half the people going after him first is insane - though that's the first major timed event, so maybe that's why? How the absolute hell do 46% of people side with Larry instead of Kenny? That guy's a damn maniac. When it comes to giving Irene the gun, I kind of get it. She could have turned it on you, and also you just might not morally agree with what she does, but there was no realistic reason for her to not use it on herself, and poor girl was screwed.

But worst of all how does saving Carley only have 49%? Nah man, she more than proves herself and was the much more interesting character from the get-go. That's just so weird to me.

Hopefully I kick the habit of resetting when I immediately regret clicking a certain option just cause I read the tone wrong especially when it's a character I know dies later anyway!

Why yes, I know of A Hat in Time, also known as the second-best Hat based 3D platformer released on October of 2017 ever made!

In spite of my repeated claims of love towards the 3D platforming genre, I would lie if I said I played every single one of the so called classics—I’ve yet to touch a single one released on the PSX that isn’t Medievil and play any of the 3D Rayman games—, but beyond that lack of experience with older titles on my end, the main reason I haven’t actually sat down and played more regularly newly released 3D platformers is because… there aren’t many to choose from. It's a game landscape somewhat rejected by most bigger studios, which tend to see the concept of platforming in a 3D space the concept or base for a bigger game in another genre rather that it’s own, and at this point, it has become somewhat of a special occurrence when two major titles of the genre release withing the same yea, hell, we are already lucky if at least one does.

With all that said, it’d be impossible to categorize the genre as as ‘’dead’’, not by a long shot; the indie scene is doing gods-work for that to be a remote possibility, and now-a-days, I kinda associate it with that scene, not that I think of it as a smaller or more niche genre than what it once was, on contraire, it’s a vibrant, more personal and passionate landscape, the ‘’people’s games’’ so to speak, and I think that particular spark that each developer both what makes so many people feel like they are gambling

A Hat in Time released on a very interesting year for the genre, not necessarily the best or worst, but it certainly had variety, with released from big publishers and small teams, of majestic quality and of pretty big disappointments, and it’s in this year which was probably the most full the genre ever had during the past decade, in the month where the band new 3D Mario game released, it’s where despite it all, A Hat in Time shines.

I can’t really tell what the game is going for exactly visually and tonally, but whatever it is, keep it coming ‘cause it works. If I had to compare it to something, I guess the best thing would be the sometimes referred as ‘’double A’’ games of the sixth and seventh generation. Those character models than can look rough and sometimes even clipping into each other but are so cartoony and full of life that is more than worth it, that humor that should tonally clash with the cutesy vibe but instead it works to a tea, the incredibly silly storyline that finds ways to be memorable… It’s not the prettiest nor the the funniest game out there, but it still exceeds at those areas, with some parts and scenarios looking kind of beautiful or selling completely the spooky or silly vibe, and with jokes that in any other context would make you wonder ‘’how did they get away with this?’’ with how deranged and good they can get.

It can sometimes feel all over the place, like pieces of different puzzles that somehow fit, which I’m inclined to believe it was intentional with how the rest of the is. There are four different worlds divided in four chapters, and when playing through ‘’Mafia Town’’—ignore for a moment that is quite possibly the singles best idea for a first world to ever be thought of— I thought I knew what this was going for, a Sungine/64 like game, with big open levels you can explore that change a little bit every time you go to a different mission, or ‘’act’’ as they are known in this game. And I mean, yeah, all worlds are divided into acts you must beat before facing the final boss of each world, and there are some extra challenges you can find that reward you with a Time Piece that are VERY Sunshine inspired with what quite possibly is one of the most relaxing tunes I’ve ever heard, but aside of that… you better be prepared from some chaos!

You got everything you could possibly dream of: two birds (one of whom may or may not be racist towards penguins) competing to get a movie award once again after years of rivalry and you being thrown into the mix to help both and give the victory to one of them, a spirit infested contract based spooky forest that has both one of the most intense moments I’ve lived in any 3D Platformer ever and a fight against a haunted toilet, and a free roam mountain top stage that is the only of its kind in the base game. There ain’t much consistency here, and that can actually work; it made each of this random ass places and these weird mafia mobs, birds, ghosts and goats that inhabit it all the more endearing. Everything that has to do with Snatcher or the Conductor and DJ Groove is gold I swear to god, their whole chapters being centered around them and the movie sets or deals they out Hat Kit through made them even more memorable than they would already have been… AND IF THAT WASN’T ENOUGH THEY GOT SICK AS HELL THEMES WOOOOOOOOOOOOOOO-

The music in this game also doesn’t make any sense, but not because it’s absurd or inconsistent, but because it’s too fire; it’s a constant blessing to the ears, with either bombastic and exhilarating themes or the most calming and fitting sounds to ever be thought while jumping and diving. I already linked two completely different yet amazing songs, and I could fill this review with even more, this is one of my favorite overall OSTs I’ve heard in a while, there’s a reason so many people use all the Chapter 2 songs to put in the background and Your Contract has Expired blew up years back, it’s too good to pass up.

The lands of A Hat in Time are plagued by charisma and charm, the only thing that would make them better would be being able to traverse th- OH WAIT YEAH! Hat Kid’s move set is actually pretty deceiving; it seems pretty in both theory and practice, it’s just a double jump, a dive and an attack button, but it actually that allow for super fluid and creative movement, and that make it even more rewarding to pull it off. Even when you are not tested with a mini challenge to earn an item or pons, it’s always a fun time to bring the movement to tis limits; you are almost invited to skip sections and reach certain parts in a way the game didn’t plan to, either through pure movement prowess or intelligent use of the hats (Fast hat and Fox-mask my beloveds…).

Getting any kind of reward, be it a Time Piece or something like a Badge or cosmetic change, feels fulfilling not only because the process of getting it is fun and unique, but also you most likely gained something else along the way, like reading a fun story as it unfolds… if that story had a bit of an annoying camera.

As much as I love how A Hat in Time nails the creativity and fun actor, there’s always a thing or two that puts a sour taste in my mouth. At best they are annoying decisions that really don’t make much sense, like blocking certain acts behind a pong-wall or making the grappling hook a badge instead of a direct upgrade, they both don’t seem like that big of a deals, but the former is incredibly inconsistent (and this time not a good way) and it only serves to take away your pongs at random intervals, which is something I simply do not understand when it’s limited to the first two chapters and when there’s already so many stuff to spend off and losing that money on something because the game said feels unwarranted; and the latter is… it’s just a bit dumb I think? The grappling hook becomes an integral part of your set once you get it, and practically all of the following challenges require you to use it or, at the very least, make traversal much more natural and fun, so from that point on you’ll essentially only have two badge slots since one will always be dedicated to it, and I personally think that incorporating to the roster of Hat Kid’s permanent tools would have made MUCH more sense.

But still, those things don’t necessarily worsen the experience… others very much do tho! You are never in full control of the camera, which is fine since it has clearly been thought out to work better in more open spaces and in those instances is buttery smooth, but then there are moments like Chapter 2’s Act 2, which is a super fun stealth mission focused on gathering clues while exploring a train, that I’s absolutely true, but is in those moments where the camera’s weaknesses shine bright, making it impossible to really know what’s ahead or even where you need to go, since your main hat will always point to your final current objective and nor the place you need to go first (which is another can of worms of its own), and moments like this are scattered through the game and make me wish they did something similar to how it is in Vanessa’s Manor or Chapter 4’s windmill. As it stands, is a looming annoyance that pops out here and there, just how the attacking dive can be a pain in the ass to know at which height you need to be for it to work, or how the checkpoint system can screw you off at a moment’s notice if you fall in the wrong place, or how the can get surprisingly buggy or sometimes say ‘’NO’’ to the strategy you wanted to do with random invisible walls, or how- I think I’m gonna leave it there to be honest…

It's a congregation of decisions and dumb mistakes that pile up and can sometimes make segments feel a lil’ bit like you are doing a to-do-list, which is funny ‘cause in Chapter 3 you do exactly that except it really doesn’t feel like it! It was during Subcon Forest that I begin to get suspicious but in Alpine Skyline I felt it was confirmed; most of these problems were most likely originated in early development, ‘cause A Hat in Time, even with this mistakes on its back, just keeps getting a better. Mafia Town is not a bad introduction and I do like it in some ways, but also presents some problems and structure the other chapters don’t have, like incredibly simplistic boss fights, having to repeat some sections or getting lost through the map to find sometimes, or secrets that aren’t that fun to get; it works but it’s hard not to look at it as the weakest of the bunch, and hell, I’d say the Mafia are funnier in the following chapters and on the ship than in their own town!

It's certainly a humble beginning, a charming onje no doubt, but one that pales in every department with what come next; Battle of the Birds is a super cool set of more linear challenges with and creative sets that gets brought down a bit by some strange decisions (needing to go Chapter 3 before being able to finish breaks the pace completely for me) and the fact that main point of the whole chapter doesn’t really play into much with the final fight except for some model swapping, which doesn’t change the fact that the Conductor/DJ Groove fight is incredible, I just wish it had a little bit more meaning beside DJ Groove getting too cocky or the Conductor being a petty bastard. Subcon Forest is where the true magic happens, the contract system doesn’t really play into much, but it justifies the act system way more, and the area itself hits the spot with its spooky looks as different sections, and has my two favorite fights in the entire game and my favorite level, so yeah, hard not to love it. And then… there’s Alpine Skyline, I’ll say right now that I thing its finale its pretty annoying and doesn’t really play into the potential of the area, but aside from that, this is the highest peak of the game for me, there’s no contest. Maybe I like too much this style of semi open world divided into more linear challenges, but I’m sorry, this area has it all; a killer setting and design, the most fun platforming obstacle courses in the game, a completely free roam experience that feels open even when you are following a set path, and the lighting system to mark you finished treasure hunting in a certain sections it’s a simple yet genius touch I wished other parts of the game had.

A Hat in Time is a testament to improvement, at how a game can get even better as it goes along and end on a higher note than it ended with, but even more than that… is an ode to fun. You can sit down in a ton of places just to admire the scenery, you can do certain emotes that don’t affect the game at all but are just fun to use, you can screw around the main space ship and find random secrets like Hat Kid’s hideout and learn about her thoughts after each completed act. Things that if they weren’t there I wouldn’t have complained, but now I can’t imagine the game without them, and it’s filled to the brim. It’s an experience made out of love that ‘s hidden even in the most obscure corner, a love visible even in he rougher edges, a love that’s shared by so, so many.

A Hat in Time is ‘’the people’s game’’, the workshop is put at the front of the main menu and mods and the community work are baked into the game itself, a celebrated effort that’s only there because the has managed to inspire even 6 years later, and I can sit all day and complain all I want, but that’s always gonna be there, and people finding ways to be in this crazy-ass mafia filled world just a little longer is wonderful to see, and understandable; A Hat in Time is charming, it’s fun, to point of being contagious, you could even say it made me feel the normal amount of empty inside, maybe even less.

It's a game that says ‘’Get lost!’’ to grumpiness, and I for one join it in its chant! I’ll be back real soon to seal more deals and explore the metro, that’s for sure, how could I say no to more of this kind of 3D platforming playfulness?

It feels mean to compare this to its predecessor but Virtue's Last Reward just doesn't have the sheer joy and thrill that Nine Hours, Nine Persons, Nine Doors had. Its lore simultaneously wants to develop and exacerbate the insanity that 999 spent slowly unspooling, but it doesn't want to approach that level of multifaceted storytelling with nearly the same drama or heightened sense of panic. When I learned of a new element within the story, I didn't feel as strong of a sense of bewilderment or clairvoyance-level realization, but rather a sense of mild satisfaction. That's the thing that gets me about this game, I suppose: It works, but it doesn't tug at my emotions as much as 999 did. The chaos is ramped up but it just doesn't feel as urgent or interesting.

The character drama in particular is maybe my biggest gripe with the game overall. Every conversation is considerably longer and more quippy at the cost of information density, there's this sense of irreverence that feels extremely out of place. Of course, you could blame this on the advent of the Danganronpa franchise and its mockery in the face of certain death, but that series has its moments to refrain from indulging in its hypersexuality and humor in service of a bigger idea that climbs towards a hostile thriller screenplay. Additionally, the irreverence is used to help build onto the dread—were it not for Monokuma's complete and utter disregard for his subjects' lives, there'd be less panic among them.

The characters in VLR, on the other hand, are poised to joke and shove corny banter in nearly every conversation given enough time, such that it stands to kill a lot of the intensity that the holistic story builds. I would much rather a short, important conversation than a long one that stands to remove any given amount goodwill I have for the main characters. This lack of brevity is also not helped by the gargantuan amount of time that it takes between various novel segments, showcasing a very annoying dot moving across the map for every single possible migration of the characters. At a certain point in my playthrough, I started scheduling for these intermissions and texting friends over actually trying to remain immersed with a medium that ejected me from immersion to begin with.

That's not to say it's a bad game, far from it—once again in no small part to the thoughtful escape room design employed with a similar (but not exact same) grace as its predecessor. The increase in difficulty is something I rather appreciate, even if it comes at the cost of breaking immersion sometimes. I especially appreciate the safe system, though it has its drawbacks with certain room-end puzzles. The broader story itself, divorced from being attached to the game and the individual writing choices I dislike, is excellent scaffolding around the original lore that 999 set up. It's just a shame that this story had to shake out this way, because as a game it fails to excite me beyond its lore and individual chambers.

EDIT, 23-MARCH-2024:

My neglect to mention the very casual misogyny present in this game is starting to bug me greatly, so allow me to comment on the reality that Sigma and the rest of the characters either are victims or enablers of horrific womanizing. In a shocking departure from 999's relatively minute jokes about sexuality that are unimportant, minor facets of individual characters only appearing once or twice, Virtue's Last Reward takes the bold move to make Sigma a sexual harasser. In every possible route, he is poised to interact with at least one of the female characters with a variety of dehumanizing and, frankly, horrible sex pestery. He even remarks that Clover (who in VLR is small and skinny but an adult) is seemingly jailbait.

Misogynist characters are not inherently detrimental to a story if it is done with the tact and angling that it deserves. I hold the idea that depiction is not necessarily endorsement of the depicted. However, VLR's main character being an incessantly horny poon-hound who can be led to do just about anything with the promise of someone's panties getting stripped off is so irritating after 20 hours of playing the game that it ceases to be worthwhile as a facet of a character worth exploring. There is no benefit to it in this story.

I mean, The Walking Dead was one of Telltale's most enduring properties for a reason. Part of that is the source material (of which I'm actually pretty unfamiliar, outside this game and discourse surrounding the TV show), but it says a lot about the strength of the writing that major characters like Lee, Clementine, Kenny, Ben, and so on ended up being so memorable (and well-acted!) despite being created for the game. I would argue that these characters are more memorable for what they do than who they are - Kenny being the main counterpoint, but compare him with Duck and Katjaa - but the game is great at scenario writing, and that's all the more important for what The Walking Dead is going for.

Yes, it's been said before that for as much stock as the game puts in emphasizing "So-and-So will remember that...", the overall plot structure is pretty linear. I didn't play much of Telltale's late-run games, so I'm not sure if this is an issue that ever gets addressed. But I get and accept it as it is in its continuum. Telltale was formed by ex-LucasArts creatives, whose adventure games featured few game over scenarios as a counterpoint to early Sierra's harsh difficulty curves and easy-to-softlock puzzles. The Walking Dead isn't the first of its style from Telltale - Jurassic Park preceded it - but it's clearly a bold new take on their approach to adventure games previously driven by the Sam & Max template. Telltale is effectively reintroducing deaths and bad endings to their take on the genre here, the means by which they choose to do so being the illusion of depth and choice. For an initial attempt, I'll allow some leeway.

And for what it matters, Telltale nails this game design's thesis statement with Lee's encounter with The Stranger in the final episode. I hope this is a device Telltale employed more in their other games, because that moment of forced introspection, as well as the player's freedom to repent or double down on decisions made, does a LOT to wrap up the ludonarrative.

The Walking Dead has been made available on just about every platform since its release, but getting it bundled with my Vita made for a GREAT experience - both a pleasant surprise and a fun exercise to wander around my little studio apartment while mulling over or reeling from decisions. It's genuinely hard for me to imagine playing it on any other system, and part of why I haven't played Season 3 despite owning it is because it didn't get a Vita port. Nice while it lasted.

For maximum effect, I recommend playing each episode a week apart. Really sells the TV show vibe Telltale went for with the episodic releases.

My apartment building that I live in is meant for very, very old people who live off government income checks. Now, I am a very young person who just so happens to live off social security, but that does not make me immune to the rigorous rules set by the building for these older folks. One of the biggest annoyances is that every major announcement is conveyed to us through papers put in your door handle instead of an email or some shit, even more annoying is that the announcement can range in seriousness from "stop throwing boxes down the garbage shoot" to "tomorrow there will be a room check". I dont know what it is about being old but apparently they dont deserve any autonomy or privacy as these room checks consist of two men storming your apartment, literally manhandling every appliance to make sure it works. They have to open the windows to make sure they open. They have to go in your closet to make sure the door isnt falling off. It is bureaucracy at its finest.

Now, anyone who knows me understands that I have severe contamination ocd. So does the building manager, Lisa, who feels very very badly for me and tries to help whenever she can. However, she has to manage 200+ apartments with only one assistant so she is very overworked. One of these room checks happened to me last Tuesday, where Lisa herself came and checked out my room respectfully. But she did not convey she would be helping me until that day, the announcement for said room check came the previous week with a mere 24 hour notice. Between the days of Wednesday to Friday, 9-4, your room could potentially be invaded so better keep it clean, bitch. So what is a girl to do while she waits for her worst fear to unfold for 7 hours a day? Play Minecraft with her bestie, duhh.

Last time I interacted with Minecraft was in late elementary school, where my biological father's girlfriend and my grandma purchased separate copies for me because no one was smart enough to write down my account password. I also only played it twice on a computer, but I did have the app version of it on my ipod that I would mess around in before school. I was very interested in all the new shit that must of been added over the years, more than I was kind of embarrassed to be playing this as an adult.

Its very fun. Obviously, theres a lot to do. I like a game that doesnt hold your hand too much and has lots of ☆secrets☆ to offer, and after being updated all these years there sure is an unprecedented amount of concepts in the game. I like building a lot, I enjoy the comforting feeling of going back home to your house you spent 50 hours making. All the ingame animals make me very happy and I wish I could interact with them in more ways, the music is also stellar. I definitely would not enjoy this game so much were I playing it by myself, but luckily Hildas got my back and is always there to help me when I fall into a pit or run off a mountain.

Unfortunately I of course have the switch version, which of course fucking sucks. Chunks load very slow. Connecting with Hilda is very slow. Its not updated to the extent of Java which is also a bummer. You cant have custom skins which is also incredibly lame. Its very tedious to menu with a controller, and the constant autosaves make us both lag out for minutes at a time. I also have some issues with the base game in general as well, number one issue being fall damage which I think is taken too easily. It simply feels better to be moving around the map at mach speed, so to be punished for falling 3 blocks or so feels rather like being hit on the hands with a ruler, just lemme have my fun smooving. Its tied to my second biggest issue, which is that you get hungry way too fast and your health only recovers when its all the way full. Its as obnoxious as it sounds to be stopping every 5 seconds to eat a carrot.


Otherwise, its Minecraft. Im kind of very impressed its still around and cemented as one of the biggest games out there. A lot of the micro transaction shit is clearly driven towards the younger Roblox demographic, which is really hard to look at every time I turn on the game, but aside from that its still the fun block game I remember from when I was younger. I'll always associate this with the 3 anxiety-ridden days I spent playing with Hobo, slapping her into pits and breaking all her shit. Riding horses into her house. Threatening to blow up her house. Killing her slowly with projectile eggs. Abject terrorism is in my nature.

The tragedy of Undertale is that it's become so well-known as a game that its schtick becomes almost rote. Every bit of wit and cute, small subversion practically expected. It's become an originator of a style, and as such, faces the same sort of scrutiny of such titles, where you can see every little thing it does in its imitators and all it inspired, but done to a more specialized degree in those titles.

Fortunately it's still really GOOD at being subversive and fun. Undertale is a game that wants to throw a little moment at you, a little something to remember it by, in every single second, and it does so with a little cheek and a knowing smile that it's gonna be a bit silly. It's a highly sincere game, irreverent but never disrespectful of its world, and willing to show vulnerability and care with all of its characters once all of the jokes have landed or gone off-course. All of its attacks a cute way of trying to surprise the player and get them invested in every individual encounter. It uses the simple premise of a punch-line as its way of expressing both challenge and sincerity, and while it's perhaps a tad clumsy and limited in how exactly it delivers its gameplay on the whole (facing new things all the time naturally leads to some vulnerability that doesn't work as well in an RPG compared to its bullet hell roots... and it also doesn't do the RPG stuff particularly well), it's exactly that amateur humbleness that makes Undertale feel like such a special experience, that has caused so many people to want to praise it, defend it, bond with it, and explore it even further. It's simultaneously a fantastic game and a beautiful template of creativity by staying altogether playful and relatable.

... anyway this playthrough I fought sans for the first time, since I felt guilty doing it on my original computer. Actually really brilliant fight, plays with Undertale's limitations incredibly well, the weight of failure is entirely on the player and their stamina and that's the entire point the fight's trying to make, but it's so mechanically fascinating and addictive in the sheer speed required of it at times that you can't help but go in repeatedly. In spite of everything, it's a good time. And it knows it, and it hates it. And that's GREAT.

In Spider-Man, Insomniac have done a fantastic job of taking the formula popularised in Rocksteady’s beloved Arkham games and adding their own fresh take to make this game so much fun to play. First and foremost, web swinging through New York is pure bliss. Movement is so fluid and manages to stay engaging through the depth in this system. The fact that New York is an amazing playground, full of life, memorable landmarks and gorgeous vistas makes the world even more of a joy to traverse. The city is truly breath-taking, and the wonderful audio design only adds to this. It’s just a shame that the side missions and activities that fill this environment are very repetitive (though, you do get fantastic cosmetics for completing these), especially as they are copied and pasted countless times throughout the city. Less of these side missions which had more care paid to making them unique would’ve made for more memorable diversions from the main story.

The main story itself engaged me for the most part. There are genuinely some really emotional moments in the story and the dialogue and radio calls you get throughout really help with the world building. The story does have its flaws and there are some pacing issues but overall I enjoyed it. In terms of what you’ll be doing during the story, it boils down to traversal, stealth and combat encounters, with the occasional puzzle thrown into the mix. The stealth in this game, even on the highest difficulty setting felt a bit too easy to me, lowering the stakes, as you have so many powerful tools to take out enemies and there is no real risk of you dying like in the Arkham games if alerted armed guards engage you in combat. Combat itself is sublime, with the gadgets, verticality and movement all gelling together for visceral and immersive gameplay. There is a lot of variety to the enemy designs too, somewhat helping prevent these encounters get too repetitive.

Insomniac’s Spider-Man often had me grinning from ear to ear thanks to its gameplay systems being so much fun. It’s by no means perfect and struggles with quantity over quality syndrome and some pacing issues, but its still an incredibly well polished package that fully deserves the commercial success it has had.

2018 Ranked
Ranked Open World Recommendations

More than anything else, Spiderman 2018 manages to capture comfort, the comfort I felt from the paradox of the simple relatability, the grandiosity of the legend, and the urban relevance in the Sam Raimi movies I felt in childhood. And it still managed to add to that a flavor of color, craziness, and unpredictability that only comics can bring through all the tangential but welcome characters and turns that occur in the story.
Unlike other superhero stories, Spiderman is a legend rather than a myth, because he’s grounded in a real place, and represents a real culture amalgamation as opposed to a symbolic or representative one. Spiderman is every kid from Queens, trying to keep themselves afloat between jobs, tasks, trains, and personal relationships on the periphery of a city, a city that’s like a massive ship on water, and like the ocean it suspends above, navigating it is intense and unpleasant, but it’s somewhere that in the spaces between the wavering of loneliness and busyness, there’s a shadow of your own self that might guide you somewhere that you know you have to be but can’t quite find.
Peter’s story shows that regardless of what you are capable of, that will always be true, and that struggle will always exist.
Queens is probably the most diverse place on the planet. It is the single most diverse county in the most diverse city in the United States. There are more languages spoken in square meters in Queens than anywhere else in the world, with the number according to Google being 138 total languages in Queens (out of the 800 total spoken in New York City). 56% of Queens Residents are recorded as speaking a language other than English at home. Yet, despite this, I do think that Spiderman manages to cross those borders and be relatable toward the image of Queens. The reason is that Spiderman is a story concerned with the present, not the past or future, and it manages to transcend the need for backstory.
I’ll come clean, I’m from Queens, and I’m a child of immigrant parents. Many of my friends are children of immigrant parents. I can’t speak for them, but I think living with a background like that causes a kid to see their parents’ stories as something like a fairy tale, something that is very difficult to relate to and hard to identify with because of how different their present reality is, but yet it’s something that they can’t throw away, because the truth is America is a vacuum of culture which commodifies and devalues groups and identities, and leaves everyone in its system a grab-what-you-can scenario, like it’s economic system. Unlike its economic system, though, you can’t really buy or produce culture, because it’s not something that can be engineered by individuals; it needs communal ties and shared value systems, so American culture is a mercantilist culture system. In that lack of cultural context for the child of immigrants, unrelatable fairy tales are just one part in the search for context in the American Vacuum, and Spiderman is the legend, I think, for Queens that manages to transcend that gap, despite its cheesiness, schlockiness, and the fantastical notion of vigilantism in a mobilized state.

The story of Spiderman 2018 is what really managed to surprise me, even more so than the mechanics, because it manages to flesh out Peter’s internal life with his social encounters, personal overambitions, and boisterous inability to let people or conflicts reach him. It plays out the dichotomy of man and masked hero so well and it never manages to lose that comfort; the whole thing feels like a Christmas movie, even in times where I feel it shouldn’t.
There are real topics and problems showcased in the game, but they are often glossed over or too cleanly dealt with (violence(justice(police(the state that enforces violence decides the violence that is appropriate(the comfortable death of vigilantism(appropriation)))))), but I suppose that isn’t too far from the direction the movies take neither. Maybe this is too much to ask from a legend that exists to reinforce the identity of a state-supported culture. (I tend to not think so, hehe.)

The mechanics and systems here are also great, a little too great, and there were many times where I wished that I could’ve messed up more, done something that messed with me or shown me the side of this character that lets me mess up rather than lets me watch Peter mess up something in his own life. By that same token though, it did let me learn to appreciate a little the many ways the game allows to change up or add things to its traversal and combat on my own initiative, rather than the games, even if the basest form of play was still always acceptable, some self-propelled pizzazz felt fitting for the character. Initially I had thought about how I would design a Spiderman game, and how maybe I might have a system where there would be several types of materials buildings and things would be made of that each have a different relationship with web-matter, and you would individually slow down time and shoot webs at corners and places with different materials to see how that would affect your traversal until you get good enough at recognizing those patterns and can just fly off at your own speed. But, playing this game made me realize, Spiderman as a story isn’t really about that. The films or comics never really attempted that kind of heavy simulation of character or physical agency. Rather the story was always told in broad strokes, something that anyone can digest, and there’s nothing wrong with a story like that. Perhaps my idea was trying for designing a system where one could get to know what Spiderman thinks like when he’s moving, but the game’s system is more accurate to how the stories read in their respective mediums, and I have learned to get a sense of respect for that. Besides, this Spiderman isn’t new to this, and it isn’t exactly an origin story. It’s like a remix story, and a damn good one, I think. And the mechanics, its gadgets, modularized combat system, and various gameplay modes help contribute to that, I think.

The City of New York is also great, and it adds to my great personal strong attraction to representations of real places in video games, next to the pastiche New York from Parasite Eve, Yakuza’s Shinjuku and Osaka, TWEWY’s Shibuya, (and my own undergraduate thesis project’s small recreation of various areas of my university campus :P) But, I do wish they added Queens!!! It’s not accessible on the map!! And it was all over the films too, even the most recent one. Many of the streets I grew up in and worked around show up all around the various Spiderman films, and I was so excited to see them live through this game, but to no avail. Queens is so important for this character, just to be able to go there to destress from all the high flying action would’ve been great, even as side content.

To address the elephant in the room, Spiderman 2018 has a real problem. And that problem is its constant fellation of the NYPD. The game tries to run the angle of Spiderman having some tough times getting through to the coppers at first, and having some conflict as they often tell you they don’t need your help. It’s a classic superhero vigilante story line. But the game indulges in the bad egg argument and separates the fascist cops from the good cops by making them a separate entity and easily distinguishable and even throws them under a Russian leader to better distinguish a foreign enemy. Even ignoring those sentiments, pay attention to the camera, as it hovers and zooms over the NYPD logo in scenes, and pay attention to the mechanical significance given to uniformed characters in the quest systems and spawning crimes and information delivery system of the game. Not to mention the appropriation and friendly-ifying surveillance systems. It simply does not explore the breadth of these topics enough to be able say anything meaningful about them, and keeps them as set dressing for its comfortable story (albeit delightfully personable it may be) about the legend of relatability. Maybe the worst part of it, at least for me, was a random quip Peter made when fighting loose riker’s island inmates. I don’t remember what it was exactly and it’s too hard to find now, but it was something like “come on guys, just think of it as your home!” when referring to the prison he’s trying to beat them back into. A line like that just makes no sense with a correctional system intended to actually, yknow, rehabilitate people and help them eventually or hopefully reintegrate into society or a way of life that’s healthy for them and the people around them (not what the prison system in America actually does, but y’know, that is the theory, right?). Especially given that most people in the actual riker’s island are either pretrial defendants or serving short sentences, a line like that just has no place in either as a reflection of the real world, a reflection of American propaganda, or a reflection on Peter’s character. There’s just too many missteps in this game like that.

Finally I will give one last note on this game. That is that it turns out that all any open world game needs to make me want to play it continuously is give me a bunch of unlockable spidersuits to change in and out of as I play and let it actually stay on in the cutscenes. One of the greatest cosmetic features of any game in recent memory just cause it spans so much of the real history of the character’s stories.

My closing thoughts are that I want a game like this but for Superman, and I want it to be the total opposite. I want the story to be myth-like instead of legend like. I want it to focus on the unrelatable and alien aspects of superman’s character. And I want there to be ten fights in the game total.
Thank you

With the recent Spider-Man comics hitting an all time low due to a new character named Paul character assassinating a beloved fan-favorite and a controversial change in the PS5 remastered version and upcoming sequel. I felt it was time to try out Marvel’s Spider-Man by Insomniac. Been more than two decades of not playing any spidey games. The only ones I played back then were the Playstation One games. After twenty-six hours doing everything possible I must say. It is so amazing coming back to Insomniac's take on the Wall-crawler. Filled with enough uniqueness to feel fresh from the comics, TV shows and movies they garnered. First, let’s start with the good stuff.

Story actually surprised me a great deal. I expected an underwhelming one and instead received an almost spectacular and sinister plot. Keeping me interested as scenes pass by wondering what else is in store for our human arachnid. You play as none other than twenty-three year old Peter Benjamin Parker. A dude who still struggles to properly balance his workload as a lab assistant to Dr. Otto and stopping the next villain attack when the police can’t do it as his alter ego Spider-man, and helping the little guys of course. Still keeping his identity a secret to mostly everyone while spending time as a hero for the past eight years. All of this he has to juggle while internally dealing with the aftermath of breaking up with Mary Jane Watson. Close confidant, best-friend and at one time his girlfriend. Who is employed as a reporter for the Daily Bugle. Life ain't easy for the spider-menace! As one J. Jonah Jameson(JJJ) puts it. But the New Yorkers in the big apple appreciate his help, even if he’s battling a big corporate guy named Wilson Fisk with a contact in the police department named Yuri Watanabe. And oh boy do I get mixed up between the two since Yuri Lowenthal voices Peter Parker heh. You’ll see Pete struggling with his professional duties while dealing with the new villains popping up after Fisk is gone. It’s an engrossing tale I couldn’t stop playing to know what happens in the next scene. Where good o’l Parker luck strikes again leaving our webslinger hanging by the tightest of threads against past adversaries you can’t miss out on.

Gameplay is as satisfying as eating a pepperoni pizza from Eddie’s. Very tasteful. Although, best not to do Spidey tasks on a full stomach whilst swinging across the tall skyscrapers. I’ve never felt better swinging from street to street seeing iconic places like Hell’s Kitchen, Bar with no name, Avengers tower, Brooklyn bridge, Central Park and so many more. My nostalgia is getting to me from visiting the places back then in real life. Excusing the fictional areas. I had a lot of fun swinging and pushing myself to the limit in going faster, zipping across city buildings to reach my destination. So much so, I barely used fast traveling at all! And the amount of customization. Oh by the One Above all, it is freaking awesome! There’s a bunch of suits you can gain from the story and free updates the game has. A list of my favorites include: Scarlet, Raimi, Wrestler, classic, armor MK III, 2099 black, vintage comic book, last stand, spirit and cyborg. Other’s are good too, but these I spent the most of my time in. Interestingly some story suits/side activities you complete have suit powers. Think of these as ultimate abilities. Activating once you reach enough charge. You can web enemies quickly, charge focus(another bar to defeat enemies quickly and regain health), use iron tentacles, have a shield, gain massive strength, emit fire, summon holo decoys and even use an ability to quip enemies! Insulting their pride! Hah! These are not set in stone in various costumes to wear. You can assign whichever power suits your needs. Pun intended. Aside from these ultimate abilities you can also equip three passive skills. Like detecting enemies farther away using your radar. Earning more experience points from clashing with mobs, gaining more focus, not losing combo meter and I could say extra, but I’ll refrain. Sure I had to unlock them via tokens which are earned by side-activities you can do, but hey they’re pretty wicked! Speaking of experience. You can earn it by partaking in any activity, beating up goons, completing the optional content, continuing the main story etc. There is no shortage of points to earn, level up and gain skill points to spend on three skill trees. Adding new moves, passive abilities, and heck new traversal moves too. Seriously fella has a lot of tricks up his sleeve and experience under his belt. I bet he could teach new blood on the street how to be the next Web Menace! Oh boy better not to give JJJ any more fire.

Gadgets are also a nifty way to give players an edge in combat. Sticky bombs, electric bombs, gravity suspension bombs, drones etc. All help our webslinger have an ace up his sleeve and these can be replenished freely by eliminating foes. No need to constantly equip them. You have them all at your disposal during fights. Just make sure to unlock them first and upgrade them further if you constantly use them. Helps a bunch in beating countless mobs thinking they have a chance at defeating me? Honestly, after punching thug #65 to kingdom come these guys never quit huh.

Side activities I'm a bit mixed on, but I'll praise the ones worth doing. And discuss the downsides of some of them later on. First collecting backpacks throughout your playthrough is fabulous. The webhead will reminisce about the item in question upon finding backpacks of his youth. From Sandman in a vial, Lizard, Mysterio, Vulture, Shocker and even a very stinky gym t-shirt he forgot years to collect… God the smell. Suffice it to say all of these items are worth collecting, they inform the player on our protagonist's recent history and what he was doing at the time. Next, Research stations. A project conducted by Pete’s best friend Harry Osborn is a nice change of pace from protecting the citizens through science! Huh?! How?! Well, Harry’s stations all have different objectives to do. Usually related to pollution. Benjy gathers samples from contaminated air molecules, reducing pressure on pipes, finding bacteria samples, vaccinating fish etc. All these large scale labors are a disaster waiting to happen for the future ignorant citizens and my endeavors to prevent these future problems early on. Black Cat stakeouts have you finding a black cat plushie on rooftops as Felicia(who dated The P-man) gives off flirtatious “can you catch me spider” vibes. An alluring prospect to know some hidden details from Benjamin’s past during his tenure as his alter ego. Can you imagine how he would’ve reacted to meeting Felicia back when he was fifteen years old?! Bet the kid was stuttering like no tomorrow heh. Optional missions unlock as you progress through the story and most of them are worth completing. To aid citizens who ask our friendly neighborhood spider-man for assistance. One has a random upstanding citizen impersonating his hero persona to conduct helpful deeds to people in need. Another has you storming the castle, cooperating with a college fellow pinpoint missing people. There’s sixteen in total. Some of which chain together in multiple quest chains. Feels good helping out the little guy ya know? Taskmaster challenges provide an interesting challenge for those hoping to test an arachnid’s skills. Villain of the aforementioned name gives you a set of varied objectives ranging from combat, stealth, bomb, and drone. All of which you, my unlucky orphan, must try and solve each of them within a set amount of time. Do so, and you’re in for one hell of a surprise during your quest to finish them all. Really enjoyed these set of tasks mhhm.

Before I go into my final thoughts I have to talk about my mixed feelings. Not a positive or a negative, but for the sake of transparency I'll note them down below.

Conceptually I'm fine with the idea of the MJ stealth sections, but the execution seems lacking. Since it repeats a handful of times. With the same repetitive formula of evading enemies and moving forward with some changes here and there. Like more stealth variety than having to play spy. Like going in vents, investigating clues by interviewing people, assisting Peter like misdirecting a crowd so he can evade them and find a hidden spot to change into his alter-ego safely, asking questions a reporter does, she does some investigating regarding particular topics of interest near her, but I believe this was lacking. Needs lively substance not only in writing and in the gameplay design. As a character I think the writers made her out decently well. Although I would’ve liked her presence displayed beyond phone calls to Pete and vice-versa. Outside of some cutscenes Peter shares with her, MJ’s presence isn’t given enough attention to make me say she’s fantastic. Only decently above average performance in her sections of the game. Not horrible or bad, but in the good category. She’s there when he struggles and helps him out the most when he needs it. Personally I think some more scenes with her beyond stealth like healing Peter, going on dates, flashbacks of their past, aiding May. Him supporting her. All of these instances could’ve elevated her further and by extension the protagonist. And as a result make her sections more fleshed out, instead of repeating again for yet another spy section.

Repetitive open world structure akin to Ubisoft tasks. Insomniac’s other side-activities I felt were lacking and made me weary. Clearing out districts, hideouts, warehouses and outposts. They do not offer much to extend worldbuilding and lore. Take for example: More than a dozen hideouts to clear out. With six waves of enemies coming at me. As if an army has a chance of defeating me. Lacking banter from the fighting wall-crawler or many phone calls to update him on life outside of being a protector and sure. It is turbulent with barely any balance between managing his personal, job and hero duties. But I would’ve appreciated a different quest. Give me quests in F.E.A.S.T. to help Aunt May around. While sprinkling internal monologues like how collecting backpacks were done. Indirectly help Miles while he’s at school. Imagine Miles Morales slowly becoming a real friend to the person behind the mask by helping him with needing supplies, fending off some thugs by distracting or rallying his classmates to cheer him on. Slam a wrench in the combat systems by making all his gadgets inoperable or disabling his suit powers. Transforming him to become our marvel Jason Bourne/Jackie Chan/John Wick dude in a pinch using items around the environment to wack enemies. Yes he can use throwable items, but the man can’t wield any of them preferring to knock, punch and kick enemies to KO status.

Tired of beating thugs in waves? Then go on patrol and eliminate forty-plus each of thugs, demons, [redacted] & Sa%^* crimes spread throughout each district. I had to finish more than 120 of those to clear out the streets. And this was initially a nice way for patrol and having something to do when someone calls me or I listen to a JJJ podcast, yet these seem like padding. I did complete them all certainly, but comparable to my time in Ghost of Tsushima where clearing out camps and mongols felt like a tedious activity while not rewarding me the player enough with enough incentive to complete. Like better rewards, extend the worldbuilding, lore. Drop a minor villain here and there. Drop tombstone, chameleon, spot, hydro-man etc. encounters. Even worse to think about are these crimes will only pop-up if you swing a certain distance. They’re not displayed on the map at all times. You have to idly swing waiting for crimes to happen. Honestly, give me a notification from an app to let me know about crimes happening. This could be an easy fix by reducing the filler and adding plenty more unique encounters. Make me believe New York is threatened by these villains than some schmuck or goon being told to fight the resident superguy who webs enemies up on buildings. Come on man. What am I some dude with nothing better to do than fight petty burglaries with a ridiculous spider costume? Oh wait…

Might be a controversial take, but I think the relationship Peter has with Doc, while excellent throughout, perhaps avenues were feasible in regards to their segments. Implementing organic gameplay tasks than constant spectrograph and line mini-puzzles to do. Why can’t I complete some projects using artisal science? Combine their talents together with him building parts using different puzzles than resorting to the same ones again. These become egregious as I progressed further in the main story and optional content requiring Parker to once again complete these mini-games repeatedly. Sure there is an option in the settings to excuse them, a feature I never expected but came to rely on during the endgame. Yet this doesn’t alleviate the problem altogether, rather it is more of a band-aid than a proper solution. I think more unique segments had potential to bear fruit. Its why I credit Atomic Heart a lot by providing variety in the same category to keep the gameplay fresh and exciting. Not re-using the same formula again for the sake of consistency. If anything I’m more astonished that goons resort to similar practices to conduct their nefarious deeds. And while there are several outside the norm. These ultimately were outliers. I also think some more flashbacks between the two instead of me seeking dialogue points as I perused the lab for points of interest regarding their friendship/professional relationship. Bringing a more emotional weight than ever before. Adding more show, don’t tell.

Last critique I think some more time to develop villains/characters would’ve been better. We get to know plenty of a certain N$%&*%^(E Man which has interesting developments as we progress further into the game, yet others are left to the side-street in favor of giving other villains more screen time. I get it, I really do. To focus on these important characters than other adversaries lending more focus, yet I feel this could’ve been tweaked to give us more scenes perhaps to humanize them. Granted I haven’t delved deep into the comics to know their full interactions to go beyond one note villains into the complex categories, but still an attempt is possible to make them more of a threat and memorable than being used as tools then discarded. May, Miles, Harry, MJ by extension needed a bit more time in the oven to cook. Sure they have scenes in the game, but some of them perhaps needed supplementary scenes to push their characterization further.

Before I finish, I have to talk about the DLC’s. A solid return to the main game after seeing the mid-credits and post credit scene. Called the City That Never Sleeps. Taking place after the main story is done. Three episodes. For players hungry for more web-slinging and web-menacing action. The first, The Heist deals with a Black Cat’s troubles which your resident friendly neighborhood arachnid will have no choice but to assist, the second Turf Wars, occurs after the events of the Heist. Providing a decent filler, backed by the nice development of Yuri Watanabe. And third the final dlc begins Silver Lining stars none other than Silver Sable returning, giving trouble to our main character once again. Yet good guy Spidey is up for the challenge. Each DLC occurs chronologically. So best to go in release order or else you will be confused. By the end, I believe the post game content is a good conclusion to tie everything together before we depart into Spider-Man: Miles Morales. The episodes provide new enemy types, side-content and slightly new gameplay segments for fans after the ending. Worth completing to see what Peter after the base game. Seeing him assume another role and reinvigorating his friendship with one friend are a must see after learning his relationship with one female friend. The phone calls he has with a certain student provide wonderful if not humorous conversations to witness. And the side-quests, well most of them excusing Screwball because she’s pretty cringe. Have interesting lore/worldbuilding to eat up. Man my stomach was so full devouring the paintings in episode one, and the Symkaria hideouts, mystery crime investigations in episode three.

Moving on, If there are some last notable things to say before I head out. I would say Peter’s relationship with Doc. is a breathtaking fresh take on his character and their relationship with one another. I've seen other iterations in films and tv shows and I’m quite frankly shocked by how well Insomniac incorporates theirs. I enjoyed coming back to the lab and cooperating with his employer, took my sweet time scouring new points of interest to hear and have Pete reminisce on the fond memories he shared with him to create a better world. To help those in need and despite many hurdles and setbacks. The outcome of their efforts is so beautiful. It is such a joy and pleasure to witness the super bond they share. Sure it could be improved like I said earlier, but the base foundation the dev’s have created is nothing short of extraordinary. I am greatly looking forward to the potential of what’s to come. And if he does return. Oh man we're in for one hell of a superior storyline.

Sure I did experience some mixed feelings, yet this doesn’t detract much from the sheer strengths the game envisions and strides for. I am impressed by how engrossed I was by the storyline, how satisfying it was to sling and slap, kick, punch my enemies to victory. Even quipping and insulting a core part of Parker to whittle enemies pride, taunting them is a core tactic I’ll never get tired of seeing again and again. Hell JJJ’s podcast once again putting the web- warrior down, I actually can’t help but admire the sheer guts to do so. Curbing public perception against the masked menace sure takes dedication to keep going for over eight years huh Jonah. Never gets tiring hearing some trashy entertainment while defeating countless thugs. Kinda like listening to a podcast at work ya know. Except our webspinner is listening to JJJ while multitasking eh. “Dude is a masochist” - As one Brooklyn kid says.

Overall, I think I can safely say Marvel’s Spider-Man have done the impossible by reinvigorating my superhero inner childhood I’ve sorely missed ever since the Raimi trilogy ended, ever since the Webb (I just realized we had a director with Web in his name. Nice.) films were gutted and only until the Watts and Spider-verse have kept my love for the genre going instead of resorting back to cynicism as I grew older. It is heartening witnessing such an endearing videogame calling back to what I love since my childhood. The insecurity our Webhead undergoes, the sheer struggle in managing a proper life from his alter-ego, work and personal intertwining and intersecting at times when he least expects it, the sheer weight of responsibility and power he beholds to share with others in need is both incredibly admiring and awe-inspiring. Again and again he continues to become the Hero everyone needs yet does not seek the glamor or reward. He simply does. And this entry only solidifies his excellent qualities while taking adequate time to showcase he too is flawed just as the rest of us. Making him instantly relatable and personable to nearly everyone. The Amazing Spider-Man continues to be my favorite superhero of all time and while this entry is a spectacular return to form embodying all his greatest triumphs, a careful balance emerges to display his greatest hardships too. And these two in tandem create one hell of hook to watch out for in future installments. I can only expect we will dive into marvelous troubles and epic adventures. To any Spidey fan out there, this is a title that cannot be missed. And for any newcomer, I envy you greatly with one of the best stories I’ve ever seen in Spider-Man media.

8/10

Additional Material:
Marvel Spider-Man Ending thoughts - Spoiler thoughts + DLC included.

There is nothing quite like the feeling you get when swinging through the air for the first time