348 Reviews liked by tuskoub


This review contains spoilers

Unfortunately held back by the inherent flaws seen in any other roguelike, where level design kinda has to accomodate for every single possible weapon, so you don't see a lot of unique layouts because of that, rather only seeing stages where some weapons are superior and other weapons are annoying at worst, but never impossible; definitely makes this DLC stand out less than Octo Expansion in my eyes, where every level was deliberately designed around a strict set of challenges best achieved by a selection of a few different weapons

Of course another classic roguelike paradigm is having a run live or die on your luck with upgrades, or level setups, or what have you; a problem that could boil down to "skill issues" but also doesn't feel very satisfying when you can't learn anything from a run where bad luck made you lose or a run where good luck made you win

Another issue is how repetitive the game feels in objectives, having only like 4 different ones to choose from and then only a whopping 4 bosses (2 of which are randomly picked for each run, and the final boss doesn't change); for something that was hyped up for over a year I don't think it really lived up to it

That said, as a person who both likes roguelikes and loves Splatoon, this is still a very fun campaign, and they absolutely deliver on giving us more gay cephalopod content; despite all the words I wrote that would lead people to believe I hated this expansion, I found myself having a lot of fun with the synergies you can accomplish with the color chips

If you either A: hate roguelikes, B: hate Splatoon, C: are homophobic, or D: are a combination of the three choices, don't bother with this


EDIT: Beat the game with every palette, my main complaints still stand but Agent 8's palette offers a really unique challenge, especially if you pair it up with the risky rewards upgrade; definitely worth giving challenge runs a shot for this I think
Also gonna dock points for having just so little interesting lore bits, we really only get characterization for Acht and Off The Hook; Agent 8 gets very little, Agent 4 gets even less, and Cipher is just a dude

They didn't top Octo Expansion, but let's be real: will they ever?

This DLC was much more fun for me than Octo expansion was. There is a difference in how the game difficulty works this time and it works wonders for my personal enjoyment of it. Instead of just being hard overall, it's hard at first, but then you can grind out the game to make it easier. For Nintendo's first perceived attempt at a roguelike, they did a really good job making the gameplay systems work and be really fun.
The overall new "Order" aesthetic really makes this DLC stand out in the splatoon world. The very bright and dull whites stand out and the ver glittery ink colors you use are really nice to look at. The boss stages also really stand out and look stunning, its crazy how good nintrendo can make their games look on the outdated old, hardware, and run at a pretty consistent 60fps, its genuenly a marvel. THE MUSIC ALSO SLAPS HARD ASF
Also the ending is very satisfying and is such a fun experience. The way this DLC tops off feels like how every roguelike should end.
Overall really enjoyable DLC that if you have splatoon 3 is a must-play. (8.8/10)

I will not lie I got into this game because of the marsh video.

A great game if you like feeling pain.

This review contains spoilers

Being blunt, this is a remake I love very much, yet have reservations on all the same. This game is a retelling of a story that’s inherently important to me about living your life to the fullest despite its brevity. It’s common for people to say Persona 3 is this depressing game entirely about death rather than that it’s about life, complete with mortality and its potential brevity, is a gift and what matters most is what we make of the time we’re given and how we impact others in that time. Life is about sharing joy and sorrow, and spending time with others and impacting them. Though our main character’s life is short, this is not some heart wrenching thing to dwell on. Though told through a game which poignantly uses suicide imagery to awaken the titular powers, “Memento Mori” means to remember we are mortal. The game opens with a statement that you have a year to live, and as time flows by rather quickly, you realize that you’ve lived an entire lifetime’s worth of experienced in that one year. There’s beauty in that. You simply figured your life out before the rest of your friends, and while that may be sad, I needed this game a lot at the moment, since in the wake of losing my dad last year, I’d felt pretty lost in my own life, debating on letting it just reach an ending too. Of course, that wasn’t a constant feeling, but having a game tell you that life is a gift meant to be shared with others is helpful. Though it can be brief or long, it is meant to be shared, and that mortality is a beautiful thing that lets us make the most of the time we have, and to live it to the fullest, like each day could be our last. What matters most is how we use our lives, not how long they are. Mortality is tackled in two ways I’d like to highlight, namely from the characters with reduced lifespans like Akinari and Shinjiro, and from Aigis, a robot incapable of aging. Akinari’s story is of him accepting his death from a genetic disease at a young age, but using his last days to create something meaningful through writing a childrens’ story which is allegorical to his own life. Though his life is one many could mark as simply sad and depressing, Akinari represents someone living a short, yet full life, who lives on and impacts others through his work, with his story being shown to have become a rather famous one by the time of Persona 4. Shinjiro is someone who seeks to atone for inadverdently killing Ken’s mother when his Persona went berserk. Though he initially does this through suppressants which shorten his lifespan, his changed resolve to fight to protect Ken and eventually die for him to atone is a powerful one which changes the course of the entire narrative. Shinjiro touched others regardless of the length of his life, and taught them to fight on and keep living—even making Ken realize suicide would not be closure. In a lot of cases, we are asked to pity characters like Akinari and Shinjiro, but Persona 3 flips this. These characters are very blatantly disabled and with shortened lifespans, but they are not inhibited from living to the fullest due to that. Media tends to be subtly ableist in such regards, but Akinari and Shinjiro represent the ability to live one’s life to the fullest no matter what, whilst also serving as micronarratives of our own protagonist and his eventual death at the end. Aigis, meanwhile, learns to become human and feel human emotions through spending time with SEES, but her social link is a reminder of mortality being a beautiful thing, as she cannot age, or die naturally. Aigis is able to connect with and befriend her team, and even experience love, yet is doomed to outlive her team. Of course, she realizes her life is still beautiful and meaningful, having realized from a near death experience that she wishes to live, but there’s still an inherent tragedy to the fact she can’t die naturally. Mortality is what allows us to derive meaning from our lives and live them to the fullest, as again, any day could be our last.

To talk about negatives, I’d like to preface that I do think the game is mostly gorgeous and capable of looking great. The bulk of in-engine cutscenes look excellent and are directed well, the new models are very expressive and well animated, the menus andui and their live-2D aesthetic are stellar, and critical cut-ins and portraits look great. However, there are times the game feels nauseatingly bright. I lowered brightness by three stages, and I felt this made it much better, but some areas were lacking in the dinge or grime of their original counterparts. Namely, Iwatodai Dorm is now so bright, that coupled with its green and red aesthetic, it looks like a salad topped with tomatoes. Other times, the lighting is so bright that the shading on the models fails, so you’ll see them very stiffly outlined, without textures. This is most apparant in a scene where Junpei shines a flashlight on himself, and during the beach trip. Otherwise, I feel as though the cutscene direction is decidedly weaker in a couple of spots. Namely, the original opening, which showed you arriving to the Dorm and signing the contract during the Dark Hour, which gave a sense of foreboding atmosphere, is altered now. Instead, the bulk of arriving at the dorm is done through gameplay this time. The haunting shot composition of walking through coffins, or Pharos eerily demanding you sign a contract is lost, and I fear that greatly tarnishes our first encounter with the Dark Hour. Similarly, the scene where you awaken your Persona and unleash Thanatos and the Death Arcana sealed within you against the Magician was initially shot choppily due to limited resources, yet directed as such to give it a horrific atmosphere as the protagonist’s first exposure to shadows. In this case, said scene is done in-engine, and flows fluidly, not allowing the brutality of Thanatos to ne displayed nearly as efficiently. Though the initial scene decidedly invoked dread, the new one feels far more fluid and less hectic, not leaving time for dread to set in. While most of the new 2D cutscenes look good, some come off as jarring or just bizarrely placed. Did the budget need to go toward a cutscene of Yukari showering before the Lovers fight? Or toward a choppily animated sequence of the group debuting their (admittedly really cool) new SEES uniforms? And the absence of The Answer (though leakers say it will be DLC) feels like a bizarre choice on release when the game opts to remake the Persona 3 FES story and content. It is the conclusion to SEES story, and an epilogue of sorts. It’d be nice to include it with the base game, considering you are paying 70 dollars for a remake of a 17 year old game. Losing the female MC from Portable is a thornier situation. Her story requires a new set of voicework, new characters, and new songs, so I understand its exclusion. However, she does deserve to be in a game with proper cutscenes, and told a unique perspective of the same story. Her seemingly not even being DLC is quite sad, and her inclusion was something that was important to transfem fans, like myself, women in general who wanted to immerse, or anyone who wanted to romance a male character. While I don’t see the protagonist as an extension of myself in P3, and moreso as a vessel we get to play the game through the eyes of, her perspective was interesting all the same, and will be missed, though it is not a dealbreaker for me. It just means Reload, while great, isn’t really “definitive,” nor is any version of the game.

The new soundtrack is divisive, with a lot of people being torn on it or disliking it. I’ll be up front in saying I prefer the original OST, and understand such complaints. However, a lot of the altered remixes are referencing the Reincarnation versions of songs, and I find that to be neat, though I don’t always click with the new vocals as much as the original. However, some remixes are standouts. The new Changing Seasons vocals are great and really give it a nice vibe, and the Master of Shadow remix is an absolute jam. I think the newly added songs, like Full Moon Full Life, Color the Night, and It’s Going Down all sound great, though. They feel natural and are never at risk of being stunted by a point of comparison. However, lacking any toggle for the original soundtrack, even via DLC, is bizarre. This is ATLUS. You’d expect them to have some penny-pinching scheme.

The voicework here is stellar. It’s controversial to have the cast replaced, but homages exist with most of the original VAs having minor vocal roles. Zeno Robinson’s Junpei is a standout, with his vocal range being incredible. He’s able to be funny and extremely emotional, and it is amazing. The entire cast is exceptional, with other standouts like Justice Slocum’s Shinjiro and Shelby Young’s Yuko feeling so natural to listen to. Props to Aleks Le for juggling voicing both the protagonist AND Ryoji; doomed yaoi with your own characters is very awesome.

As for positives beyond the story and voicework, I’ll talk about the overhauls and new content that made me really click with this remake. Firstly, bless and curse skills are reworked to be like like they were in Persona 5, so characters like Ken and Koromaru are so much more viable when their main elements aren’t just instakill related. The shift (this game’s baton pass equivalent) and theurgy systems’ inclusions worried me beyond belief initially, as they could have turned the game as easy as Persona 5 Royal was. However, that wasn’t the case here. Though every character can shift, any boosts from it, such as SP or stats, are tied to skills or items, and are not as easily and openly forced on the player, so it creates an excellent form of that mechanic. Similarly, Theurgy worried me in that it could function like Royal’s Showtime mechanic, being a well-animated win button in most fights. This wasn’t the case. Theurgy became something I would conserve for tougher fights and strategize around, delivering stronger attacks yet never instantly winning boss battles. In fact, boss stats were designed to accommodate the function, making it even more welcome of an addition. Smaller gameplay tweaks exist in the form of characteristics, which are latent buffs characters gain once hung out with at the dorm a select amount of times, and these are nice conveniences as well. Be it absurd SP nerfs for healing like Yukari, or turning Junpei into a critical hit machine, these characteristics are extremely fun to work with and help to make all of the cast feel viable. The most standout aspect of the new content, though, is the additions it made to the story via added scenes and Hangouts. Added scenes help to characterize the antagonists, Strega, especially their leader, Takaya, far better than they initially were. Takaya’s paralleling with the protagonist by presenting himself as a false-messiah of sorts makes him his most intimidating yet in this version, with more scenes existing to contextualize him and his beliefs and role in the story. Hangouts were created as story content for the male party members and Ryoji, as they wouldn’t have social links without the female protagonist. While I’m of the belief that the SEES members in general don’t need social links due to growing and developing constantly within the story, hangouts serve as excellent supplementary material and characterization for them. It’s emotionally fulfilling to learn what these characters stand for and bond even more with them, and even adds extra personas upon completing hangout chains, as if to treat them with the same respect as social links. If you love these characters, you will love the hangout feature.

Ultimately, Reload is near and dear to me. It has flaws, and I’m going to be open about that. Part of me wants to say “fuck you, it’s a 5/5,” but I am too open about the issues I have to do that. That doesn’t mean I don’t adore it, though. It’s just a case where you’ll experience Persona 3 in one of three ways. What you consider “definitive” is perhaps up to you at this point. As it stands, we have 3 versions of this story, and all are worth playing on their own merits.

"I think there are a lot of things that happen in life, but when you play Like A Dragon 8, you can look up and see the shining sky with a smile on your face. Please look forward to it." - Kazuhiro Nakaya

fuck this one eyeball in particular

this happened to my buddy silverus

i'll save you....... with the power of friendship!!!! and also this orbital laser i just so happen to own

A solid entry in gaming's most reliably comfy JRPG series. Not quite in the top tier for DQ with a pretty lightweight (if charming) story, but it's at least a novel spin on the traditional structure, appropriate for the first new one after the conclusion of the original trilogy. This DS version is great - everything you'd want out of a modest, unobtrusive update to an NES game.

Looking forward to finally playing more of these. I own them all - this was in my physical backlog for almost twelve years!!

Before hand. I had never heard anything about Dragon Quest IV. Usually when the series is talked about it's either the first trilogy or the later ones in the series, so I had no idea what I was getting into and that'll stand true for this trilogy as a whole.

Graphically, I gotta say this game looks really good. I had been playing the games mostly through the Switch remakes which are based off the mobile versions and use the same graphics engine, so I've been seeing the games look a bit too much like each other. This time I actually get to see a remake done in a different style, and I actually really like the character designs and how the monsters move and animate. While the world design really doesn't look too different than the last games, the dungeons and bosses on the other hand are on a whole new level. I'm actually shocked this game wasn't released on the SNES or GBA, because I feel like it would have fit on either because of it's Golden Sun-like design of the world.

Along with the world is a rather pretty soundtrack. Gone are the same tunes I was hearing in the past games, and here come so rather pretty sounding village music, and dungeons, and the fact each character has their own battle theme is a really great touch.

There's not really much to say about the controls and mechanics. It does most of the same stuff as the past games did on every level as far as movement and combat, save for the ability to rotate the camera while in towns and dungeons, that while not heavily utilized, it was something that created a few new paths and hidden items.

Now to the best part of the game that makes it stand pretty highly to me. I can't think of too many games that take the approach of having the hero not be the main focus right away. the game has other characters that have their own chapters where they go on their own adventures and build their own spot in the story waaay before the hero even gets to do anything. It's refreshing to see all these other people who will join the hero later, get development and agency on their own and not tied to the hero. It almost feels like everyone else grows and becomes a seasoned hero or heroine in their own right, so THEY can help the hero become the hero with their experiences. It's such an amazing way of telling the story and having you root for them while growing into your own. I really wish more games would follow this and hope it's something that the rest of the series learns from.

So with all the praise do I have any issues with the game? Well...

- While graphically it looks great, some of the towns have a weird frame rate drops at times, I dunno if it's the water moving or the towns people sprites, but its distracting when it happens.

- The world map could use some work. Not the world itself, but the map on the other screen is no help at all.

- I've complained about this I swear every game, but while I get the dialogue represents other languages that tend to make it sound broken, it gets waaay too distracting and makes the NPCs hard to understand and takes a little bit of tension out of the story in spots.

- Speaking of story, while I love the character and world building...again the villains especially the main one has VERY little presence to the point it takes to near the end to get ANY feel of real danger and stakes, I feel like this is a common complaint I make as well.

Dragon Quest IV was a really great game and I'm starting to see where Final Fantasy runs parallel with Dragon Quest when it comes to sequel structures, like Final Fantasy IV...Dragon Quest IV started the series with grander stories and more world building that the prior games barely touched. I really liked this game.

Pretty crazy to consider that this was once an NES game and aside from a few spots where i had no idea where the fuck i was going, it’s still great

Spent over 600 hours in Torneko's chapter selling swords. Why the fuck hasn't the game progressed yet? Dropped.

Wildly impressive when you consider its origins as a NES game. Unique chapter-based system where you get to learn about all of the characters first, ensemble cast of party members, an actual antagonist etc. It's a bit cryptic on where to go at times and I find myself having to grind maybe a few too many times, but otherwise I had lots of fun.

Torneko Taloon is a true hero of the proletariat

Perfect remake, keeps the charm, fixes translation errors, and adds the perfect amount of QoL. Visually stunning too. The plot is more paper thin than I remember, but I think in some ways that adds to fans’ perception of characters. Geno is less explained, so the idea that he’s some warrior working for a higher power is so cool because it’s unanswered. Realizing the plot’s more thin is also a way of realizing that that left some allure for fans’ imaginations to go berserk. Great remake.