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One thing that Unicorn Overlord excels at when nothing else can is a sense of scale; during combat, the feeling of traversing these huge lands and fighting armies at immense disadvantages is sold very well. Outside of combat, traversing the world and rebuilding it is always a fun inbetween.

Unicorn Overlord also falls apart when examined in more detail. Individual characters are extremely basic and the story behind each continent are as interesting as the characters, with an exception that Bastorias has interesting concepts that are also never really reckoned with. Team building feels shallow; not that "anything works", but there feels like there's very little real variety in individual classes. I'm also not a fan of gambit systems but that's more me than an issue with UO, but it definetly didn't convince me otherwise.

And I can't really say that it's more of the sum of its parts because the scale also works against it; by the time I reached Bastorias I was already tired because nothing really changes. The overworld aspect is repetitive, the secrets aren't really secrets and are just basic things to get good equipment, and the gameplay never really felt like it got difficult. Even in the final quest where all of these characters and nations unite, it doesn't end up making up for how the past 40 hours of Unicorn Overlord continued to be tasteless oatmeal, with a story and concepts done in much better fashion. Calling this Fire Emblem Awakening for the Switch is lowkey an insult to FE.

Penny's Big Breakaway is a pretty cool game. It seems to take a bit from 3D Mario, while also having a focus on momentum that was probably inspired by 2D Sonic. It's still definitely its own thing though overall. You'll be using Penny's yo-yo to fly through the air, hang from poles, grab unique power-ups and ride it like a vehicle down slopes along with many other uses. It can seem a bit clunky at first, but once you get the hang of the movement, it's great soaring through levels at high speeds while racking up as high a score as possible by keeping up your combo.

The level design was decent, never to the point of frustrating, but also not like too easy. There are bonus levels you can unlock with the in-stage collectibles that offer a bit more of a challenge.

The music and aesthetic were consistently great, no complaints there. I really like the style of this game.

I will say however, that it can also feel a bit janky at times. You'll encounter collision detection issues sometimes, falling through an object or sliding across it unable to move until you fall off. It isn't too bad, but it is there. A part of me also wishes there was something a bit more to this game, but it's an indie game and I'd definitely be up for them to iterate and improve upon this formula.

Out of all the 3D platformers I've played, I'd rate this pretty highly, but it's not beating the highs of Super Mario Galaxy or A Hat in Time for me. SMG is just a lot more well-constructed and consistently great game (probably not fair to compare an indie with a AAA, but still), while I feel AHIT has a movement system I enjoy a lot more. Penny isn't trying to do the same thing obviously, and I will say, this is an outstanding effort by a talented team of devs and I'm waiting in baited breath for whatever they do next. Definitely check this out if you're a fan of 3D platformers and want a fun time.

i've never played another game published by Private Division - but my wife LOVED Kerbal Space Program, so i was a little afraid when i saw their name on this after KSP 2's botched early-access release. and i should have been! this game is really neat, but it just wasn't ready. going fast while platforming in Penny's Big Breakaway (atm) is to get stuck on a slope, or get stuck in a platform, or just completely overshoot it and fall into the abyss. it's frustrating!!!!!! even without its bugs, i think its control system will filter out a lot of players. it's not that immediately satisfying, it requires a certain level of understanding to be rewarding and i love games like that! i love when they make me learn things! i just don't always know if performing well in-game is even that rewarding. maybe i just have bad depth-perception? regardless, i hope Evening Star make more 3D platformers cuz this is a really cool one. insanely gorgeous to the eyes and ears, but not as fulfilling to my soul. fully willing to accept that as a skill-issue tho.

There's really no other way to put it. This game (and possibly franchise) is morally and creatively bankrupt. Between the shallow depictions of mental health whether there's dramatic zooms of the protagonist self harming or even going as far to have chapters end with you jumping off a building and the following interludes flash a suicide hotline message until the level loads or the awkward anime dub tier voice acting berate you with insults or commentary on your surroundings because Konami needs to remind you this is in a fact a serious game and they're afraid of leaving things to interpretation, I fail to see how the 2 hours I spent with this tech demo can leave me anticipation of the upcoming Silent Hill 2 remake or "missing the point".

This whole experience ends up feeling like a parody of the thing it's trying to comment and I don't think that's the takeaway someone with diagnosed BPD should be feeling.

This review contains spoilers

The Yakuza franchise is one which I have a strong attachment to, having played Yakuza 0 for the first time 5 years ago at a turning point in my life, (and having played approx. 2 hours of Kiwami 2 months prior) then went on to finish out the series along with Kiryu's story the year prior after the Yakuza Remastered Collection finally launched, so it was no secret that I was looking forward to this game quite a bit.

Back in 2022, when it was first announced that Kiryu was making a return as a main character, I was befuddled. "How would they make this work well?" Yet, I trusted in RGG due to their insane track record from Yakuza 5 beyond. I'm happy to say that trust was not misplaced in the slightest. This along with Yakuza: Like A Dragon may equate to my favorite video game duology of all time, if you'd elect to refer to them as such. [Trilogy, including Gaiden(?)]

Anyway, let me start off with the premise. A Yakuza game taking place.... overseas? I was ecstatic, the series was finally crossing borders, and the end result was something incredible. Not only does the locale feel alive thanks to Aloha-Links and Sujimon, it also feels complete. Every area feels well accounted for and feels like it serves a significant purpose despite the overall size of the map.

Then.... the GAMEPLAY. It turns out all RGG had to do in order to make it 10x better was add the ability to walk. Insane. Of course, yes, walking is great and all, but what else can you do...? Strategically position yourself in order to inflict the most damage possible. And although this game follows in the tradition of higher level=instawin, it manages to feel fresh and new every new road tread, and thanks to the sheer amount of jobs available at your disposal, it never feels worn down or boring.

THE MUSIC... holy shit. 132 tracks and they're all bangers, I thank Chihiro Aoki and her cohorts every day for blessings like "The Four", "Kooky", even down to the main Kiryu Yokohama battle theme. Long battle after long battle... straight jammin', they kept coming out with better and better themes each and every time until that crescendo at the end. Looking at you in particular, The Four.

And finally... what would a Yakuza game be without its story? My feelings on this aspect are complicated, because the only part of the story I couldn't fully comprehend at first was the ending. All throughout, learning more and more about Kiryu's illness and the gangs of Hawaii kept my interest tight, yet without Chitose and Tomizawa, some scenes would definitely be left wanting. They bring so much life to the gang, so seeing their personalities unravel throughout the runtime was one of the simplest joys. On Ichiban's part... the voice direction and acting was as incredible as ever. (I used the Japanese dub throughout so I can't speak for the English version). Ichiban truly is metamorphosing into everything Nishiki could've been had the stresses not piled up on him, or his way down the dark path he tread wasn't set in stone. Him finally meeting his mom and giving her Masumi's ashes was one of those moments where you just know he's a keeper, what a LAD. (literally, lmao)

On Kiryu's side of the story... during the last 6 chapters, he seemed to take a noticeable priority over Ichiban, and I can't help but feel Ichi didn't get to shine in the spotlight enough for my personal tastes when all was said and done, but... this was where this game truly began to feel like a celebration of the series and its legacy. The memoirs, the life links... taking one last trip down memory lane for Kiryu's sake made the ending fall into place SO much more than it normally would have. The game pulls a large paradigm shift if you weren't expecting it, especially towards the end. As the story began to wind down, it became crystal clear to me that this came wasn't meant to put Kiryu Kazuma to rest once (eighth?) and for all. It was meant to allow him to naturally find a reason to live. After Ebina was bested, Kiryu says it clearly... there was so much more he could've done. As for the role of Fourth Chairman, he feels certain that he failed the Tojo Clan, allowing exceptions like Ebina to be born. Those who languish all the Yakuza have done, those whose lives have been irreversibly impacted by their deeds. Kiryu was more than willing to throw away his life for the sake of stopping this man as well as rescuing Lani, a little girl who when she came to mind, he couldn't help hut envision only Haruka and her parallel struggles. No, this game was never meant to spell out the final scrawlings on Kiryu's tombstone... but to renew his life. It was meant to start Kiryu on the path to a peaceful life, one in which he can live as Kiryu Kazuma, hopefully overcome cancer, and find peace. I just think that's kinda beautiful.

If there's a swan song to be had, I hope it'll come next game in the form of Kiryu living contentedly with his family, and perhaps working to rehabilitate those whose whole lives were made in the Yakuza, just as Ichiban wishes.

Finally, I can't write a review without mentioning the final Eiji scene. 10/10. I can't even bring myself to CARE that it felt to abrupt, or about the fact that proper build-up was somewhat lacking. It was heartful and heartbreaking all at once. Only Ichiban could promise so easily that which Arakawa couldn't do for him in one scene so earnestly and manage to be believable. This was undoubtedly RGG's way of making up for Masatos's untimely death. I couldn't be happier with it.

This review contains spoilers

gameplay? literally an improvement on all fronts. 7's gameplay was good for what it was but it was way too simple and straightforward, this game just builds on what 7 already had and made it so much more enjoyable its incredible. def a highlight of the game

story? super enjoyable. not without its issues though, for one the antagonists were kind of underwhelming and bryce's final fight was cool but slightly disappointing still since hes the BIG BAD GUY of basically the entire story. Ebina was fantastic though and the games themes were executed well. The ending was also amazing, just a flawless way to top off ichibans character and an awesome send off to kiryu
also to be perfectly honest i could not take bryce seriously at all when he speaks in engrish, nothing against the va i just think its odd how they just couldnt have used the english va lines instead for the moments he speaks english in

side content? without a doubt the most enjoyable side content in the entire series. Dondoko island alone is insane especially when you compare it to earlier minigames like the real estate management from 0, really makes you appreciate how far theyve come with the minigames.

just overall some of the most fun ive ever had with a yakuza game and with very little flaws in the story. rating may change in the future but for now its a solid 5/5

This review was written before the game released


A fantastic second chapter for one protagonist, and a perfect final chapter for another protagonist

Another RGG game releases and of course it becomes a new favourite of mine, however this one in particular feels really special. Back when this was first revealed, I was hyped to see Ichiban’s next game but also wasn’t sure about how I felt about Kiryu returning as a main character, and I know I was far from the only one. Before Infinite Wealth, my favourite Yakuza game was 6, which I thought was the best conclusion for his saga, as well as his scenes in 7. Although along with this, Gaiden was also revealed, showing that there was still more to be shown. Now that both of them are here… I can easily say that this is the new perfect ending for the Kiryu saga

Seeing how much the gameplay improved here was really insane. The switch to turn based RPG was a huge move from RGG back in Y7, and yet it still managed to be great, though did have its issues that stopped it from being perfect, but man did they improve on it a ton here. I’d even say this is my new favourite JRPG combat, to the point where I can’t imagine going back to Y7’s gameplay. They made it so much more fun here in so many ways, with my favourite new mechanic being able to move around during your turn, which adds even more. It was good to see the same jobs return, and the new ones were some of the best. A big issue I had with 7 were the sudden difficulty spikes at certain bosses, forcing you to spend hours grinding with no warning. But that barely felt like a problem here, for me anyway since I’d usually be around the recommended level anyway… except for the final boss, of course the one time where they didn’t give a recommended level for it (no spoilers, but if you’re reading this and not there yet, I’d recommend getting to level 50 first). But speaking of bosses, each one here felt really great, a huge step up from 7. The last thing I’ll say about the gameplay kinda ties back into the jobs, but the way they handled Kiryu’s Dragon of Dojima job was way too good. I didn’t even want to change it because it felt so perfect, and shows just how close the new turn based combat feels to the combat of the other games

It’s difficult to talk about the story without spoiling so I won’t say as much as I’d want to to avoid that, but it was everything I was hoping for. In many ways, RGG took risks with this one, and in my opinion it all paid off perfectly. It was really nice to see the main party return, and the new characters were also great too. It made me realise that the Y7/8 crew are one of my favourite casts ever. That ending… I’m still not over it even now, I just know it’ll stick with me. I’ll keep this part short and end it by talking about the side content. Of course this franchise is known for how ridiculous the side content is, and it’s been some of my favourite in Infinite Wealth. It was cool to see them expand on Sujimon, and the new/returning mini games were really fun. I still have yet to do Dondoko Island, so I’m prepared to sell my life to that. Of course the biggest highlight here was the memoirs and life links. I won’t say any more about those but god… that’s just what I wanted from this game. It really knew exactly where to hit

I just had to get my thoughts on this game down, this all probably sounded kinda messy and not everything I want to say is here but this game has made me feel emotionally exhausted, and even with my extremely high expectations it still managed to end up going beyond that. Playing through this reminded me why this franchise is so special to me and what makes it my favourite of all time. This long journey with Kiryu throughout these years is one that I’ll never forget, since there are very few characters that I feel as connected to as I had with him. And there aren’t enough words to describe how much I’m looking forward to seeing the future of Ichiban’s saga

gorgeous, addicting and very accessible while bringing its own flavour of depth to the fighting game genre. completely unafraid to borrow what works and sprinkle in its own ideas. feature rich launch state, decent price, large and diverse roster, gorgeous visuals, best-in-class netcode, solid post launch support.
it is doing too much.
it's doing more than I ever dared hope it would and I'm unabashedly thrilled about that

I loved Versus, Versus Rising is just everything I loved before PLUS SIEGFRIED, FINALLY

now give me Siete or so help me-