5 reviews liked by thiccxnick


Brave Story: New Traveler is secretly a very underrated gem of the JRPG genre that is stashed away on a handheld no one uses anymore. It's not revolutionary in any way but it's not trying to be. What it does instead is look at the tropes of the genre and execute on them with extreme quality to the point that every aspect of this game is so solid that it wins over your heart no matter how many games you've played where you save the world via the power of friendship.

Also there's a lizard dad and who wouldn't love to pal around with a big lizard dad.

What is there to say about Bloodborne that hasn't already been said? So much has been said about this game I feel like I agree with nearly all of it. It's a game where the modern FromSoft formula had been solidified but they still wanted to experiment with it and see what they could play with while still holding onto what makes a FromSoft game a FromSoft game.

A couple of notes before I get into it: my previous 'Souls-like' experience is the Dark Souls trilogy and Code Vein but not much else. I made sure to get the secret ending. I beat all the base game bosses and three of the five DLC bosses. This review doesn't have much coherent flow to it as it's just a rambling series of thoughts on various bits and pieces of the game. Please enjoy.

One thing I feel like I should note, is that I feel like the difficulty of the game has been somewhat overstated. Or, at the very least, like the talk around it is a bit misleading. This isn't some "oh this game is so easy" proclamation, not at all. Before playing this game, I had been lead to believe that this game was centered around using the gun to parry which, would've been a miserable time for me because I am absolutely terrible at parry timing in every game that has it. But, outside of a few select enemies, you can cruise through the game without ever bothering with parrying. I mostly used the gun for pulling enemies or getting a cheeky 20 extra damage in here or there. So while I thought this game was going to be ludicrously hard for me, it ended up being comparable to any of the Souls games.

One of my favorite parts of modern FromSoft games, and the 'Souls-like' genre as a whole, is the very special sense of exploration I get with these games. It's not just about visiting a new place and seeing what's there, but the specific feeling I get when I can look back and see how an area wraps around on itself or connects to other areas. I build this map in my mind of what it all looks like and how one area connects to another and the moment of realization when I open a new shortcut and figure out where I've just gone back to is unparalleled. It's one of my favorite feelings in games and is one of the biggest reasons I enjoy FromSoft's Souls games. Bloodborne absolutely continues that and while some of the areas felt relatively small, it still delivered time after time.

Something that perplexes me about Bloodborne, though, is how FromSoft looked at their games and decided to un-solve some problems. The first of these things is Blood Vials. I feel like with Dark Souls 2 they had kind of nailed the way limited healing worked. You had your Estus Flask changes that refill endlessly whenever you rest plus consumable healing. It was a good balance. Bloodborne is that but minus the Flask aspect of it so if you ever ended up in a position where you ran out of Blood Vials, then you had to either risk pushing on with no healing or backtrack and farm. And, to me, this sort of FromSoft game isn't about farming. Farming is never the solution. It may be beneficial and you could use it to get a leg up here or there but there never comes a time when you need to go farm something. It was a problem with the various healing grasses in Demon's Souls that they figured out better options for in the Dark Souls games and yet with Bloodborne they went back again. Normally I can look at something like this and see some reason why a developer might make this sort of change even if I disagree with it but in this case it feels like a step backwards for no benefit at all. It doesn't make for any interesting tension and just adds the potential for frustration. Just make the stash in the Hunter's Dream have infinite vials, problem solved. You maintain the limited healing but are never going to force someone to farm for more. A bizarre problem to re-add to the game.

On a related note, the way fast travel works is also a strange step backwards. It's a relatively minor thing, but having to travel to the Hunter's Dream and then to the lantern you want instead of directly from lantern to lantern is a bit tedious. And if you accidentally travel to the wrong place? May god have mercy on your soul.

On another, different, related note, I think there's a particular elegance to the flow of a FromSoft game. You know how I said you never really need to farm? I think it's pretty crucial to the way their games work. As long as you clear an area without losing too many Souls (or Blood Echoes or whatever) then you can probably level up and upgrade your equipment enough to safely move on to the next area without too much trouble. It's an important bit of design work that goes mostly unnoticed until you stop and think about it more.

The way Bloodborne encourages aggression is really fascinating. There's the obvious things they do such as the 'rally' mechanic of regaining a portion of your lost health by attacking after you've been hit or the lack of shields or heavy armor (and the one time you do get a shield, the description is a jab at the idea of blocking). But there are some other, more subtle ways they do it as well. What I found is that with quite a few of the bosses, there are attacks that it's better to move towards the boss rather than to try and back away or dodge out of danger. It's a minor thing but it's a very clever bit of design. They want you to push the attack and to be on the offensive and are looking at each aspect of the game and saying "how can we encourage this particular play style while still allowing people options?" It's very smart game design on their part.

Chalice Dungeons are an interesting idea that I found to be dreadfully boring. I like exploring areas. I like figuring out the weird lore. I like seeing interesting sights. So having a series of dungeons that are the same handful of tiles repeated over and over with little to no reward to them beyond more Blood Echoes is perhaps the most tedious thing they could've done. So even though I only did a few before I tapped out on those, I do hope they iterate on the ideas here in some way in a future game. I will say that I was surprised at how much unique asset work there was in those areas. The enemies, the areas themselves, and the bosses were entirely new from the base game. I was expecting it to be similar to the Depths from Code Vein where it was content from the main path of the game being recycled and remixed into little dungeons. So that at least was a welcome surprise.

Something that I was a bit surprised by was how, about halfway through my playthrough, I felt disappointed by the amount of items in the game and, more specifically, looting items off of enemies. In the Dark Souls games, getting an item drop from an enemy is always interesting. Maybe it's a weapon buff item or maybe it an upgrade material! Maybe it's a consumable item to heal a status ailment or maybe it's a new kind of hat! Sure, most of that stuff just gets thrown in a stash or sold for souls but a thing I like in RPGs is getting loot from stuff. Bloodborne feels like it really pared down the amount and variety of items in a way that makes a lot of logical sense, there is still an illogical part of me that is like "yeah but I like getting two dozen worthless swords".

A note about the DLC: Lady Maria is my wife and we were married atop the Astral Clocktower after she romantically ran me through with her sword and spilled my blood across the floorboards and left me there, bleeding to death.

More seriously, I really enjoyed how the DLC started off with an area that is familiar but also changed and how it plays with your knowledge of the area. My favorite specific example of this is at one point in that opening area, you find the building that is relatively early in the game that has an item on the ground and an old man in a chair that, when you pick up the item, he attacks you. You probably know the one I'm talking about. In the base game, you can go from that building to find a shortcut to a lantern. So when you get there in the DLC, you might think "oh, maybe there's a lantern near here, neat." And the thing is, there is a lantern nearby. But if you take the path that the you would in the base game, there isn't a lantern but instead there's a hunter who really wants to fuck you up. It's a great moment that only comes about because of how memorable the first area is and how the DLC plays with your memories of it.

The DLC definitely had one of my top moments. I got to the Living Failures fight and barely beat them on the first go in a very close fight. So to ride that high into the Lady Maria fight immediately after that felt great. I didn't care about how much she murdered me because it was such a stellar session of gaming to have those fights back to back like that. Incredibly fun pair of fights.

So, that's it. I'm happy to have finally checked this one off my backlog of games after staring at it sitting on my shelf for three or four years now. I'm not sure if I'll ever play it again (I rarely replay games these days) but I'm more than content with my time spent in the world of Yharnam and beyond.

I think this one is a four star game? It's damn close to five, though. Maybe my opinion will change with time as I think back on the game.

It's pretty fun to look back on the very first Kirby game and see how much of the series lay within its genesis, in particular the game having Game Boy shmup levels that are a clear starting point to the multitude of later shooter levels Kirby will have in his games. There's the real cute animations between every level which a multitude of games like Kirby's Adventure and Kirby 64 would use, plus the fact it has a lively and vibrant soundtrack that's quite nice for an early Game Boy game.

None of this really saves Kirby's Dream Land from feeling like a boring game. The problem isn't just that it is easy, plenty of easy games are fun, but the methods in which Dream Land is easy often make it actively unengaging. There isn't enough consideration to Kirby's great flight abilities (which are stronger here than most), so a lot of levels can be beaten by mashing the jump button and ocassionally stopping to slightly descend for a flying enemy that tracks you. And even when you can't do that, the game's platforming is a bit overly simplistic for Kirby's already very simple moveset. While obviously he lacks the copy abilities, the inability to even slide is disappointing as that'd add a very casual option to allow more for the player to do. Simple can work, I enjoyed Super Mario Bros. 1 again recently, but it really needs something to challenge the most basic stuff for me because otherwise it's not doing enough. It's telling the most deaths I had were something I'd also complain about, is the background of Level 4 blends into the stage to me and so I died multiple times thinking I was landning on level but actually went through a bottomless pit. I do understand this was meant to be an extremely beginner friendly platformer and I can see it working as a kid's first game well enough, but I've always preferred platformers more engaging than this.

The bosses are also pretty lackluster, Kracko was my favorite and felt like the one with the most gameplay to it, King Dedede is shockingly boring here due to how casual he is to avoid yet how long it can take to get hits in if you are playing safely. I do appreciate the game having a second playthrough hard mode option and the vast array of difficulty options for the time is great, but the fact I need to get through the game twice before getting the difficulty adjustments is a bummer, and the actual playthrough I had gave me little desire to go through it a second time. An interesting start for the Kirby franchise, but Kirby's Avalanche feels like the truest start of the series.

This is a classic video game from my childhood. I remember playing RCT with my sister until the late hours of the night and falling asleep at our computer desk waiting for October Year 3. This, combined with fleeting summers at Six Flags Great Adventure, made me into a lifelong rollercoaster enjoyer.

Now, in adulthood, I went through and completed every scenario from the main game. It took me 65 hours and I didn't even play the DLC scenarios this time. I did not play with the fast forward function from RCT Classic. I played on the original game with no speedup. This was a mistake. If you are planning on replaying, I'd somewhat recommend playing RCT Classic, even though it isn't the way Chris Sawyer intended it.

Although I haven't played RCT2 in more than a couple of years, this game seems not as good. There's not as many rides and the scenarios aren't as interesting or as difficult. At some point, it started to become pretty unfun to play. I guess you could say that, around 40 hours, I just wanted to get off the ride and be done with it. I simply sat in front of the computer-- often waiting for the scenario to end because I already met the requirements. However, I can say without a doubt that doing this was still a valuable and relaxing experience and I plan on returning for the DLC scenarios in future.

What a comfy game between the graphics, gameplay, and sound. Great pixel art, lots of customization options, and you can really make a beautiful looking park. Thunder Rock felt like it had a lot of potential and it lived up to it by the end of year 4. I also kind of like it that you can just sit there and scroll Twitter while you make money. The sound (people buying things, screaming down the tracks, and laughing after getting off rides) particularly added to the comfiness of the game. There was only a couple times where I felt true anxiety, specifically Dinky Park as it had me in tears, but most of the game was spent casually clicking while watching a show or Youtube. Honestly, I would have welcomed more anxiety and difficulty throughout the game due to the fact that I was sitting around a lot of the time with no reason to make my park better.

The best part about playing this game was streaming it to some friends and having them name the rides. To conclude, here is a ride my friend named: https://i.redd.it/rrn0psfs46171.png. Thanks for reading.