140 Reviews liked by roxanneB


One of the greatest visual novels I've ever played. The game presents a wonderful mystery wrapped within its own world of supernatural science fiction.
The character writing is fantastic, and in order to demonstrate that, I'll compare it to another popular visual novel, Danganronpa. Danganronpa's characters all fall flat and only exist to serve the various murder mysteries the game throws at you. None of the characters truly feel like the grow as people, and when they attempt to they are usually punished by being murdered. Within the first chapter you understand exactly what they'll be like for the rest of the game. Danganronpa's characters are all one-dimensional stereotypes as well, meaning there isn't much interesting to learn about them, and when there is it's almost always used for some shock factor. Ultimately what Danganronpa lacks in its characters is empathy for them.
The opposite is true of 999's characters. Every single character is more than what they appear at first glance. Let's take Lotus for example, the scantily clad woman of the group. Danganronpa would've made her one character trait sexual promiscuity and would have blamed her choice of dress for the sexual advances of the male cast. Instead in 999, Lotus is shown time and time again, despite what the other character's assume from the way she dresses, to be an independent and exceedingly smart and clever individual, often working with or against the main character throughout the game as the character's situations and opinions change. 999 looks upon every character with empathy, and everyone is written equally as an individual, with their own experiences, outlooks, and choices. There aren't any one-note comic reliefs and every character experiences some amount of change by the end.
The world-building is fantastic as well, dropping hints toward key ideas throughout the various escape room sequences in the game. The game has a strong emphasis on parapsychology, which gives the game a somewhat interesting supernatural twist, however despite that it still remains grounded in it's own fiction, spinning a web that connects various unbelievable concepts into a fictional reality that compliments the narrative.
The escape room sequences themselves are also fantastic, with many tricky puzzles. It probably won't be very hard for the average Professor Layton player, however make sure to have some note taking paper around and get ready to do a lot of math.
Overall this is a game that you'll be thinking about well after you've played it. It's an impressive accomplishment in digital story telling, and a visual novel that anyone should play, familiarity with the genre withstanding. The amount of things it does so well is almost shocking.

Whilst being a game held in high regard by many, Final Fantasy IV still feels a bit too early in the series and far too rough around the edges. This game is the first in the series to introduce the ATB (Active Time Battle) System and it shows, the system is quite bear bones and isn't very fun, especially when compared to later implementations of the ATB System. Being a JRPG, these aspects can be looked over if the game has a great story, however unfortunately for Final Fantasy IV the story is a huge mess. Constant character death fakeouts and late game plot twists make the story feel far too busy, whilst character development is limited to a few characters and a couple scenes. Overall one of the weakest entries in the series.

Maze

1973

Half-Century Challenge Series: https://www.backloggd.com/u/C_F/list/half-century-challenge/

HCC #4 = Maze (1973)

Maze predating Wizardry by roughly a decade is something that my mind struggles to process. The influence of Maze's dungeon crawling is immense. It's like it was copied by everything from Wizardry to Phantasy Star to Megami Tensei for decades.

Just exploring the maze got old quickly, so people were added into the maze. There was interaction between characters, with an ability to shoot motherfuckers to boot.

I don't really know what else to say. It's basically THE genesis point of first person games and the cover art is really damn charming.

Next time: Wander (1974)

I hope this flopped and they didn't make any other entries, that'd be worth a laugh! I havent had any playing this. This mf Simon with his perfectly chiseled chin and wealthiest caveman in the cave rizz can't whip worth a damn. Is he asexual? Why does he think he's him? Call it y = b^x the way shit went off the rails so fast, what a difficulty curve folks. You have to be there to see it. There's not really a specific enemy to make fun of so I won't focus on that aspect. Except Dracula on steroids but those were different times, the basement dweller community has foregiven Dracula.

Let's breakdown how the game plays. There are no input cancels obviously this ain't no Tekken, once you jump you are vulnerable for around 1 second and to approximately 33 threats, you can only walk and slightly crouch, not to mention (I'll mention) the whip having more screentime where it doesnt hit once you press the destroy foes button. So basically you're dead on arrival. Also, sometimes you get hit by a projectile thats been destroyed or a mf who already vaporized. Shit that should only happen in Mexico and I don't wager Simon is having his pilgrimage there.

I've warmed up, but huh no physical activity to follow because I need to say good things about this decent game. The night is dark and the path is.. not always clear, especially stage 17 with those gears but it all looks great. Dracula looks like his breath smells of garlic which makes me worry about his health being a vampire and all, but I won't judge him if he stepped out the hospital just to whoop my ass he's just that guy. Not gonna lie I had to use save states between every hit because I didn't trust myself enough and I was playing the game on break I wanted to finish it today at least (as in friday 22nd march, I'm actually reviewing it on the day I finish a game which I usually never do and condone! But we do this ig)

A lot of the whining this game gets mainly comes from people who treat games like these as fun little timewasters instead of full fledged games, this was never meant to be a replacement for SRB2K like so many people keep insisting (the devs have said that the master server for SRB2K will be kept up) if you wanna play a fun basic MK-Like kart racer then SRB2K is still right there! This game is NOT SRB2K however.

I don't think gating online behind completing (you don't even have to beat it!) a cup is unreasonable at all and the whole "you need 80 spray cans to unlock time trials" is straight up a lie, all you need to do is beat all first page cups with a bronze medal minimum (completely reasonable since you can get all unlocks on any difficulty unless its specified otherwise)
The tutorial WAS pretty terrible since it emphazises too much on mechanics you won't use normally during a race (unless im wrong none of the first page levels have any shortcuts involving the switches, only secrets) and it completely glosses over important mechanics unique to this game like the start position change, tether system, and the drift you can do after hitting a boost panel. I did like the way it was presented though and the interactions between tails and eggman were cute and well written.
There are also some problems with the AI being WAY too rubberbandy, I understand its needed for games like this but sometimes due to the tether system your "rival" in second place can sometimes get an invincibility powerup and theres not really anything you can do to stop them from passing you.
The presentation of EVERYTHING in this game is gorgeous and the amount of love this game has for everything Sonic and SEGA related is incredible (there are entire zones based on levels from fangames!) Just an incredible looking game.

Overall I think with a few tweaks this could easily be one of the greatest kart racers of all time, just hope the devs don't over correct due to all of the mostly misplaced negative feedback.

Final Fantasy IV: Interlude feels more like a bonus for buying Final Fantasy IV The Complete Edition over actually giving anything worthy of substance. It is rather neat to revisit the characters again after the events of Final Fantasy IV, but as a plot there really isn't anything hanging on here that you will miss between IV and The After Years.

On top of that, the game completely reuses assets and settings without any ambition to it. Nothing really changes between when you visited these places in IV and during interlude, and it really makes for a rather static and empty map in the long run. The game would have greatly benefited from being more on rails or at least as a small set of cutscenes, but what we get is a mild adventure of more Final Fantasy IV gameplay, and some unresolved issues. If not for the fact this was a free, and had a neat little dev. room area I would say this is Final Fantasy at it's lowest, but really it just feels like some last minute extra that was given with little thought to it. If you're a fan of Final Fantasy IV, you might find some enjoyment to it, but really you aren't missing much if you can't get your hands on this game.

Mega Man was always one of those series that I reveered as a child but didn’t exactly play a lot. I mean, this series is one of the NES franchises, and as a teen raised by AVGN and those inspired by him, I just always heard about this motherfucker. So much so, that I got Mega Man 9 and Mega Man 10 on the Wii when the released way back when. A new game with NES graphics, I mean, I ate them up at the time. I got the second volume of the Legacy Collection because it not only had those two that I played a lot of as a kid, but also the 8th installment, which I had seen recently is very coveted among true fans of this series.

However, before moving on to the latter three games in this collection I felt obligated to play this one, and it may have soured me on Mega Man before I even got going! I feel like a lot of people are lukewarm on this installment, anyways, but I think I’m just lukewarm on the whole thing. See, because Mega Man is a series defined by its legacy as a classic NES game, it feels like every new game was designed not to be updated because half of the appeal, according to the designers, are those clunky and old school things that make a game less fun. Mega Man doesn’t crouch because, well, Mega Man doesn’t crouch. It doesn’t matter how nice it would be to have different heights for your attack, Mega Man DOESN’T CROUCH! Also, spikes are an instant death. It doesn’t matter that levels seemed designed without that fact in mind, and there are sections of some levels that seem like they want to launch you in the spikes once just to teach you about a level’s gimmick, but then you get sent back to the beginning. But, I mean, what can ya do? In Mega Man, spikes are an instant death. Because they always were.

Needless to say this game made me angry. Thank god for the Legacy Collection’s “LOAD LAST CHECKPOINT” option. I was clicking that button, plenty. The password system was honestly really funny, because I haven’t played a game that used that in ages, and I figured by the SNES we weren’t really using that for these bigger games. However! Then I remembered, after figuring I would just give up on the Wily’s Castle levels, that I can input a password to get me to the end! So I did, and then the boss kicked my ass, then when the second phases started, I said “actually, forget it.”

I'm tired.

Let's play armchair game designer, because lord knows we don't have enough of them on here.

Before you can run, you must walk, and boy does Nathan Graves enjoy walking. Nathan just adores going on a stroll in Camilla's castle while his master's getting his toenails ripped off in preparation for being slaughtered in a satanic ritual. Mr. Graves wouldn't know how to run even if I slapped his dump truck ass with the world's most painful block of wood. It's a godsend that Camilla's basement houses the very shoes he needs to be able to find the joys of exercise again after he forgot how to sprint when Count Dankula played his Trap Hole card in the introduction scene. One must wonder how long it would've taken if Drac's minions didn't make such a fuck up as to leave shoes for Mr. Graves to wear for his aching strolling feet. Even with these shoes Nathan only knows how to barrel forward with wanton disregard for his own being. Alucard had it figured out already, just run with care. That's all you gotta do. For Nathan though? Only two speeds exist. Tortoise, and drunken hare riding on a Kawasaki Ninja.

The input for running in this game is bad enough with requiring me to dash dance on the dpad and kill my thumbs, but Nathan's whip attack is noticeably sluggish compared to past Classicvania outings. It may not be noticeable at first, but try ducking and whipping and go back to playing as Simon in any of the past games and you'll definitely feel it. Nathan can jump like a stiff pong paddle and can even wall jump, and trust me I'm proud of him for being able to do so, but he should stick to his day job. Wall jumping in this is automated for at least two seconds as Nathan pauses on the wall and propels himself into the direction of enemy fire that sends him careening back down the pit that he was trying to make his way up from. You will encounter this scenario a lot, I assure you, especially with Circle of the Moon's obsession with slap dashing Armor enemies everywhere with annoying attacks that can bop you from the other side of the screen. No joke, I had a moment where I thought I was hitting an Ice Armor enemy in the underground waterway safely, only to get a very pleasant surprise in the form of another spear flying from off screen and stabbing me through the adam's apple thanks to the second Ice Armor that was behind him.

The primary system is collecting some shitty Yu-Gi-Oh cards and playing Blackjack with yourself to combine two of them and give yourself some form of power up, which could range from boring effects like your whip getting an elemental bonus, or actual cool shit like turning into a bone-throwing skeleton that dies in one hit. Unfortunately, the card for turning into a glass jawed skeleton is about 95% into the game and requires killing a very specific candle enemy that requires backtracking to a who-gives-a-shit area, and kindly asking it to drop the damn card sometime this week. This is where I get to bitch about the worst part of Circle of the Moon besides Nathan's completely useless movement, and it's the outrageous drop rates. That card that I'd need for the aforementioned skeleton transformation? The drop rate is zero point four fuckin' percent. That doesn't just effect the cards either. Health items? What are those?!

Seriously, I went for hours playing this game and didn't think healing was even a thing in Circle of the Moon besides the absurdly paltry potions that give a measly 20 hit points back, or getting to one of the sparse save points that fully heals you. Hell, you don't even get healed after boss fights. I beat probably six bosses before a piece of meat suddenly dropped from an enemy, where I double-taked and went back just to stare at it for a while. There is not a shop to speak of either, shopkeepers aren't welcome in Circle of the Moon. No buyable health items for you to help with the horrendous onslaught of tedium, but you can go ahead and enjoy all those completely useless armors you get to lug around on your person. Sure is a hard game we got here, would be nice if I could have some items, but Dracula is against formal goods trading.

Circle of the Moon is about inconvenience. It inconveniences you with movement that isn't convenient for the challenge that is set up for you as it would be for past entries. The only way to make your pathetic movement less inconvenient is to find cards inconveniently hidden away in an unknown enemy's back pocket that could potentially make certain encounters flat out trivial, like the normally problematic ice element in the underground waterway, or Dracula's nigh-impossible to dodge meteor attack in the final battle. It's all an inconvenient excuse to grind if you lack information, which this game inconveniently gives you none assuming you're not playing the Advance Collection version, which was the only convenient bit from my experience. Thanks M2.

It took me about three months to finish the save file I started on the Advance Collection a ways back after I completed Harmony of Dissonance and it's toilet noises, and it's mindbogglingly to me to realize that it was around last Christmas that I replayed and finished Aria of Sorrow again on the same collection. It wasn't necessarily a skill issue, it was a thumb issue from the horrendous dash input, and my complete apathy to this game's entire philosophy of wanting to train me on it's solitaire system only for the battle arena to give me the middle finger, and take that same system away in the ultimate show of disrespectful inconvenience. It was optional, sure, but it's existence is more than enough to make me want to transition into a volcanic state. It was even more aggravating to find out that Konami apparently bumped the experience requirements up for the western releases, thus demanding me to update the list for all the times they fucked us in the ass. I needed a lot of Picross breaks, and apparently a detour to that Peach game I didn't care about.

It kinda goes without saying, but the thought of replaying this on original hardware with the bad GBA screen, no suspend save, or in-game overlay hints of what enemies are carrying cards is less appealing to me than taking an epilator to my ballsack. I'll give it a pity star for Dracula's final boss design, I guess. I guess.

Thus concludes armchair game designer session, if you enjoyed what you've read, please like, comment, subscribe, ring the dingaling, and maybe sing me a nice song.

I'm going to bed now. Goodnight.

hoooooonkmimimimimi.

+Nathan Graves dump truck ass
+Rakugakids reference
+Yo Camilla call me
+Proof of Blood

-Nathan Graves dump truck ass
-Sinking Old Sanctuary?! More like Stinking Old Sanctuary!
-Why is my hair not as nice as Hugh's
-Where's my burrito

Kiryu flicks dirt off his suit after finishing up with street punks. Sound of an arcade parkour calls out; the smell of cigarette smoke hits hard. Scanning the room his eyes catch what he's looking for: it's pachinko. Balls start popping out as he fiddles with the handle. The overwhelming sound of bleeps and bloops hint towards the Tojo Clan being safe from harm as long as there's balls left.

She slowly walks up to me, emanating gatekeep girlboss gaslight energy from every step taken, deliberately. Once she makes sure I am within whispering vicinity, she utters those words

"Makoto get strapped or get clapped"

Ayo Kyoko I will never forget you manhandles an uncontrollable tear frenzy

I'm not the brightest bulb in the room, but neither are they. Do they deserve death for this reason? No!! Hence why this is a series of hopium and copium, and this is the train's first stop. Still kinda funny, these executions really have "mods kill this guy" energy to them. Everything is so over-the-top in its writing and presentation that it's very difficult to be whelmed. You gotta have an opinion on this game. Some people were FNAF kids and I guess I was a Dangan kid... a late bloomer though I was already 15, and since then the only game that came out was a beach episode cashgrab coming out in winter.

I won't sugarcoat it, this is W writing. It's absurd, it's complex, it hits you when it needs to. Kodaka's style is something special. He knows how to blueball his audience and you're still in his grasp. The protagonist Big Mac is a template compared to the others, the whole cast has grounded designs and less complex personalities but they bounce off eachother due to the story's nature, and it's a delight to see. A battle royale with emphasis on relationships and deductions is like, best template ever! So many quality fangames are being made for this reason. Very few are actually completed, people don't see the labor needed for the whole package, meanwhile Kodaka made a sequel in 2 years the mad lad.

Uh oh, someone died. You better not have been watching Shrek 2 in the projector room or you won't have an alibi! The main course is, naturally, the class trials hosted by horror-mascot-before-mascot-horror-games-existed Monokuma! Fun fact: he's feeling white. These transracial statements don't surprise me, he's never been one for being likeable. Gather round fellas, the council has decided- wait, you're part of it. Democracy sucks it should be an authoritarian Kirigiri government but Big Mac needs to grow a spine and somehow outsmart Byakuya, whose face is shown next to "sigma male alpha chad" in Urban Dictionary. No seriously, he faces off an entire country in the novels it's wild. My favorite character is and will still be Sakura, I trust I won't have to explain this one. But, really I only dislike Celeste. She's hyped up to be a whole lot of nothing in the end that can't live up to expectations. The VA's shoulders must be sore by now.

I fell in love with Dragon Quest at a young age with DQIX. They announced this game not too long after, and I was crazy excited for it - but I didn't really understand that it was a remake of a Super Famicom game, so when the day finally came, I was a little let down by the lack of a character creator and the "downgrade" to first person battles with sprite graphics. I dropped the game for a few months, came back to it on a random night and got absolutely sucked in. Something just clicked - the dream world plot was so mysterious, I realized how huge and grand the world was, and the class system proved to be addicting.

I still have so many moments from this game permanently ingrained in my mind and I plan to replay it again soon. The evil world you visit in that final stretch of the game was so immersive and the whole summoning scene where a demon demolishes a castle blew my mind. Gradually coming to love this game's older style was probably the beginning of my descent into dungeon crawlers

I thought the GBA was supposed to be a mini-SNES, so why is this so choppy and gross? Also, did the music team think they were arranging for original Game Boy?

Fun to see the STREET FIGHTER ALPHA 3 versions of Cody and Guy in this but to say they're out of place is an understatement. And I don't know why they insist on trying to put more narrative in each new version of this game. It's fine the way it is, guys! I don't need to hear Edi E. say anything! I'm good!

Impressive scope for its time but I think Squaresoft JRPGs play like dogshit and are a large contributor to so many non-JRPG ppl bouncing off the genre. I'm tired of feeling like I 'owe' something to this series idk lmao

I want to preface this by saying that I play my games without using Google or any emulator cheats (fast forward / save states / actual cheats) because I feel that by using them, I’m disregarding the game’s design. From my understanding, people use them either because they have limited time to play games or they’re simply impatient and don’t want to deal with archaic design. To both ends, if you truly care about a game and are enjoying your time with it, why rush through it and ignore the pacing of the game? That’s not to say you can’t enjoy a game while fast forwarding and the like, for some it might help them enjoy it more… for me however, it ruins my enjoyment of the product.

I emphasize the above because the contacting system is abhorrent and easily the worst part of this game. I think it worked fine enough in the first game even if it was easily abusable and barebones, but this is just needlessly grindy for absolutely no reason. How it works is each character has 4 unique contact options that you can use to talk to a demon, given that you have 5 characters throughout the game, it easily becomes overwhelming. Depending on the personality of the demon and contact you chose, you will elicit an angry, happy, eager, or scared reaction. The goal is to make them eager so that you can get their arcana’s spell cards, though if you make them happy before doing so, you will get free cards that can be converted into any arcana card type in the velvet room. You can only have 3 happy demons at any given time as the would-be “buff” stays constant throughout the game, unless you make them angry, which is very easy to do. On random occasions, including at the very start of a battle, a demon will start talking to you, except during these sequences you pretty much have to guess what the correct answer is because they ask you questions like “if you were an animal what would you be human dog demon” and on my life I picked every single possible option for multiple demons, and they were all fucking wrong so i think it’s bugged or something. While that’s annoying, I found the fusing system to be fun, assuming I had enough cards to make what I wanted to make. I like the emphasis on spell cards, but I would be lying if I said I preferred this over the modern fusion systems, even though the game is hardly balanced around them.

On the topic of balancing, it’s all over the place. I played the PS1 version which is harder than the PSP remaster according to everyone, and for a good portion of the game all I was doing was getting into random encounters, even boss fights, and just auto battling. To extend on that, the combat system is centered around auto battling. You set your characters moves and press start battle. You can stop the auto battle whenever you want and check the turn order of your party members so you can plan your attacks accordingly, but outside of the final boss I pretty much turned my brain off the entire time, save for a select few instances. I don’t like this system because more than any RPG I’ve ever played, I get little to no reward or satisfaction mainly because I’m not pressing buttons as often. While some might see that fact as a good thing, I see it as mundane and boring. I make it sound bad, but in reality it barely affected me and it’s not like the difficulty is completely nonexistent, it’s there I just found it incredibly easy and manipulable is all. That final boss is some bullshit though. Game goes from being easy for about 15 hours to being extremely tedious and hard for no reason? Boring as hell

THE RUMORS SUCK. The system is there to remind you that the story involves rumors, and it fucking sucks. I don’t like talking to rumor mongerors with the clunky ass text boxes that plague the entire game and just don’t skip properly just to hear that Bimble Fuck Joe is selling his Sweaty Ass Shirt for 3 yen cheaper. Same people who defend this shit are the people who say Drakengard is a masterpiece because the gameplay sucks on purpose or whatever. I’m heavily overblowing it and this was hardly an issue because i did it twice throughout the entire game but it just made me realize how much i hated the textboxes in this game. Going back to that demon happiness shit for a second, if you have 3 contracts (3 happy demons) then the demon you’re currently trying to contact will ask you to replace one of the contracts so that they can be added, and for some god awful reason the developers thought it would be funny to have the dialogue option to appear at the least opportune time so that almost every single time I press the A button to progress the dialogue, the options appear and I annul the wrong contract. Every. Fucking. Time. Even when i'm careful I still somehow fuck it up. Yes, I know, skill issues and many such cases. Shit was made to make me fall asleep im not even going to lie spread a rumor to make my bed more comfortable. Booking the luxury suite at the Innocent Inn™ if it doesn't become a reality (joke donated by @Zotol)

Now that I aired my grievances, I liked the characters! I think they’re easily some of the best and most realistic ones in the series. I loathe how the modern persona games have these uninteresting and almost repetitive characters that for the life of me I just can’t give a single fuck about half the time, and for the first time I actually found myself caring about the issues and problems these characters are facing. They may not be as realized or fleshed out in this game as I would have liked them to be, but they were nonetheless impactful, more so than half of the slop the modern games shoved down my throat and I’m sure they will be even more amazing in the sequel. There's more I could go into and I made the game sound a lot worse than it actually is but the reality is that I'm mincing my words in fear of spoiling people, so it might sound like I'm not complimenting the game enough. The reality is that it does have good qualities but I also don't feel like I'm at a position where I can collect my thoughts and judge the game's story based without having played the sequel, so I won't. It's pretty good though, if not paced strangely at times. It's also incredibly hard to take this game seriously when iykyk is the villain. I'm serious if you don't know shit about this game go play it right now and prepare to have the craziest whiplash ever

I'm not going to lie though that PSP version is probably better because the god awful fan translation for this game gave characters different during different points in the story and I could never tell who was who.. Aside from that, the music was alright. Just alright. Few stand out tracks but I’m not foaming out of the mouth for anything. The PSP soundtrack sounded better from what I heard, and I’m probably going to play the PSP version of Eternal Punishment after my exams.

If you played the PSP versions of Innocent Sin and Eternal Punishment, WITHOUT SPOILING, what does the save transfer do? Is it important or can I just play EP on PSP without it

I didn’t even know it was even possible to get combo-ed in Russian Roulette, but the Dragon Ball FighterZ shit the Dealer pulled on me proved VERY wrong. Seeing him with his crooked grin using the magnifying glass into cutting the shotgun’s barrel for the first time felt like being shot in real life.

Buckshot Roulette’s main story is pretty simple; on the first round you learn the most basic rules, and it’ll be the part where luck will have the easiest time to fuck you up, on the second you are given the items and the lenience and strategize with what they provide , and the third one is the final dance, in all the ways. Claim victory, and the bounty is yours, you’ll be done and free… But why not stay for another round?

The introduction of this nasty-ass setting is priceless, I for one love the rusty warehouse this is probably taking place in and bathrooms with the same amount of hygiene that those of my university, all while hearing the music of an unseen party at the very bottom, so far away yet so easy for its sounds to reach your ears. Then you immediately decide to point the gun to yourself, immediately get fucked, and from that moment onwards you know which type of game you are dealing with.

You don’t have much time on your hands, Buckshot Roulette knows very well that this particular little game of theirs can’t really go on for more than its worth, and so it makes the most out of its time. It takes a lil’ bit to take off, as I said the first round consists mostly on you, your ability to count a bit, the Dealer and the gun, so even tho our friend sitting by the table hasn’t entered insane mode yet, luck can really mess with you for a while and not letting you get into the real ‘’good stuff’’.

Die & Learning can only get you so far on here, with the introduction of items, it may not hit as much at the start how useful they just really are. Apart from the phone, which I found to be too unreliable and more of a waste of item slot than anything, every single drug or tool you can get your hands on works fine on their own, but together the options are insane. I only realized this after the Dealer made me wish I had smoked that cigarette, and from there on out is a tense, cathartic mind game, your opponent is not holding back anymore, and neither should you.

Perhaps I’m putting my heart through too much stress, but it’s worth for the rush that you feel in the final round, where it’s all or nothing, either after pulling off some insane-ass trick that works or when backed against the wall and without tricks, going for the gamble of the fucking century and it actually working, those moments are both hysterical and fulfilling as hell… tho… don-don’t go testing your luck unless you need it, i-it can go REAL wrong.

Winning that final bet on the first time and coming out alive on the double or nothing mode (and promptly getting the fuck out), that’s what’s fun, that’s what makes it worth, that’s what will make you keep coming back… true fun for all ages!

The core in here is excellent, it can really grab you beyond the normal mode and I’m really glad ‘’Double or Nothing’’ exists, but it still isn’t more than it is, a rush of adrenaline that lasts as long as it needs you, and welcomes you with open arms if you do decide to come back or stay for a little longer, and some of the achievements are a riot, so it also has that going for it!

When multiplayer gets released it’s gonna the funniest thing ever oh my god, if I already lost my shit wheezing against an AI opponent, with friends this is just gonna be straight up fucked up…

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