This review contains spoilers

i didn't expect this game to be as good as yakuza 0 because that'd be unfair, but even then i was still disappointed. it feels like a dlc for 0, since so much was reused, but without some of the core components that made that one so good. i get that it's a very faithful remake of the first game in the series and that the studio hadn't quite found their footing for the franchise then, but some aspects of the gameplay would've been dull even in 2006 and some of the new features aren't that enjoyable either.

most of the main story quests are painfully boring and many involve running to some location then running back to where you came from. fetch quests, such as the funeral armband and the SAVE THE DOG quests, have very roundabout progression and feel pointless. i found it hard to really be motivated to complete many of these.

it also doesn't help that a lot of the sidequests are unfunny, repetitive and/or unrewarding. there are some diamonds in the rough though, like the one about the hand towels, but most of them seem uninspired.

the majima everywhere minigame has its moments -- like the zombie shenanigans -- but it also gets quite repetitive and intrusive. sometimes i just wanna hit smile burger but majima is sitting under a comically large traffic cone, ready to jump me and give me the same lines of dialogue and the same fight AGAIN. the other thing about these encounters is that they sorta trivialize your fights against majima in the main story, making them feel less unique. it was also weird when majima was seemingly put out of commission in some story missions, only to reappear down the street ready to beat my ass... like he didn't get stabbed two minutes prior.

and speaking of ass beatings, RGG studio took yakuza 0's combat and made it a LOT worse. at least on normal difficulty, the majority of boss fights are mind-numbing and frustrating. bosses are incredibly tanky with wide health pools that regenerate at least twice throughout fights and they block way too often. some fights may take up to 10 minutes of button mashing and getting knocked around. they also included many mini-bosses in regular story fights that have more advanced AI, which basically means that they block more than your average enemy. boring

however, i could definitely look past the blocking and regeneration when i fought nishiki and arase. i think i found the combat so unfun partly because of who i was fighting. i didn't really feel anything for, say, yasuda or the red gang leaders -- there just wasn't enough development to compel me to care about fighting these goons.

the best fights happen in levels like abandoned building and the funeral, where you can run through these places while beating the shit out of everyone. it never gets old and it's badass: especially abandoned building, which reminded me of why kiryu is a legend in this universe.

this is a story-based game and i don't have a lot to say on the narrative. it's interesting but the second third drags on (father and child chapter was a slog); kazama, yumi, majima and, most of all, nishiki are pretty entrancing characters; the ending was a bit too cheesy and the main antagonist, jingu, sucked because he kinda "emerged from the shadows" and kept laughing like the joker. i guess the narrative may pave the way for the other games that i haven't played and i'm curious enough to see how kiryu's relationship with haruka will develop.

one of the most endearing games i've ever played, with beautiful art direction and such a genuine feel to everything, from the coming-of-age themes to the littlest of details scattered around the world. there's a great sense of adventure upheld by many unforgettable scenes and the surprises and gimmicks that you come across from quest to quest and level to level. the game also offers a pretty damn big cast of characters and almost all of them are very memorable, thanks to the witty dialogue and the great localization.

crazy psychedelic visuals and weird ass soundtrack (which is a major plus) too id just like to reinforce that

the key issue with earthbound, though, is that it's a very old jrpg, so the gameplay is quite rough around the edges and dated. many QoL issues (scarcity of save points, bad inventory management) and a pretty stiff, lackluster combat can make the game frustrating at times, but it's fair to say that literally everything else compensates for that (and goes beyond).

(logging this here just in case i ever give this game another try someday)

REmake has the most beautiful pre-rendered environments that i've ever seen, with melancholic lighting and careful detail that add so much atmosphere to every level. models are also great (did you see that gotdam spider!!) and the sound design is eerie and meticulous. that's about it though.

i played up until Residence and the gameplay was very boring. pray that you have the puzzle item that needs to be taken from point A to B in your inventory, otherwise you're backtracking to the item box room for the Nth time. combat is so deliberately inefficient that baiting and running past enemies is the best course of action most of the time. the movement is extremely stiff, janky and slow, and is hindered even more by the rapidly changing camera angles.

the catch is: i'd probably believe that all of the points that i criticized above actually helped create fear and tension if this game succeeded in making me feel scared or invested in any way -- but it doesn't. in my brief experience, sometimes the horror was just a little goofy and fun, but most of the time it seemed so pedestrian and unsurprising. if a game like this isn't scary, then it ends up being frustrating in a painfully tedious manner. it's a shame though, cause i wanted to enjoy this far more than i did.

1993

[changed my mind on this game and reduced my score quite a bit, so this review is now obsolete. i'll write something new that reflects my current opinion at some point]

after years of neglecting DOOM, i actually gave it a real try and found out that it's quite great. i always thought that it would be too old and crusty for me, but the same things that initially kept me from touching this game ended up being what made me enjoy it so much, especially the limitations in your movement.

doomguy can walk and run very fast but he's not particularly agile. he can't jump, crouch or dash and he switches weapons slowly. despite how fluid and fast the movement is, there's also a certain heaviness to the strafing. however, when combined with the great level design and extremely well-balanced enemies, these restrictions make the gameplay so satisfying.

you are frequently outnumbered and the demons often back you into a corner. all you can do is push through by running and shooting. even though the odds seem to be against you at all times, if you grit your teeth and make the correct decisions in mere seconds (picking the best gun for a certain situation; focusing a specific demon over the rest of a horde; repositioning yourself when ambushed) to make the most out of the little you have, then you will thrive. it's a simple loop based on extreme aggressiveness, and the simplicity is what makes it fun. i realized that when i tried one of these modern mods that add loads of new features and it didn't click for me.

furthermore, the guns are punchy (except the pistol, why does it exist), enemies are nice to shoot at, graphics are nasty, sound design is pleasant and demon death animations are always satisfying to watch - even better when you kill 4 guys with a single shotgun blast. i'm almost 30 years late to the party but this is a good game i think

1996

the first episode of Quake left a pretty good impression on me; although i wasn't convinced by some of the very early levels, the more i played, the more its gameplay loop established itself.

you navigate industrial complexes and compact dungeons that are crawling with various monsters, who all behave in quite unique ways and can make for some fun, varied gameplay dynamics. for the most part, the sense of progression in these levels is very logical and you are, more often than not, intuitively guided to the next step through semi-hidden passages, shortcuts and portals. all the environments really suit the grimy graphics (which i love) and the similarly oppressive Trent Reznor/NIN dark ambient and industrial soundtrack, which amplifies the game's somber atmosphere. phew

when it comes to weapons, the arsenal you have is pretty bizarre, albeit limited. there's an abundance of grenades and rockets, and a serious focus on weapons that look and feel highly destructive, though they often just aren't that, due to the tankiness of the enemies. their designs are always pleasantly weird too.

at this point in the review, i feel like i have described the entirety of Quake, but these are all things that you can experience in the very first episode. seven out of eight of the game's weapons are introduced before the first boss fight and most of the cool enemies are seen then, too. feeling like i'd already seen a lot, by the time i made it to the end of the chapter i wondered if this game could remain engaging throughout the next three episodes. but, as the game went on (past E2) and overstayed its welcome, the issues in enemy design and placement became glaring.

it's like, with every enemy there's a conceptual pro that i can see, but most of the cons are in the execution. ogres are interesting because they make you more conscious of your movement, but they are often placed in positions where they can spam grenades and force you to play passively (holding S, hiding behind corners). fiends are okay to manage when they don't come in ridiculous groups, or spawn directly behind you. though i appreciate the aggressiveness of heavy knights, they are so ridiculously spongy and annoying to shoot at. and after the beginning of each episode, you get barraged with these three enemies that make gunplay grating as it seems like most of your weapons are inefficient against the enormous health pools that they have (except ogres, i guess i'm more bothered by their shooting patterns). even though there's lots of rockets, there's also never enough to deal with all this tankiness.

and then there's the big three: shamblers, vores and spawns. shamblers feel like minibosses, being slow but dealing high damage, while also being far tankier than all other enemies. it's fine to fight them once or maybe twice a level, but when you start facing several of them back to back within the same mission, spending roughly 70-90 out of 200 nails on each one, it just becomes frustrating. spawns test your reaction time but they have more health than they need, so thinking quick and landing a super shotgun blast at them before they move can be completely unrewarding, as they survive anyway. vores force you to take cover, but, if their projectiles follow you past that cover, then you'll have to backtrack until you find a corner, which is not really my favorite part of the game.

it's also worth noting that, if these problems were more like gripes before episode 4, then in that episode they became nuisances. episode 4 is a nightmare: enemies that can melt your HP in a hit or two spawn behind you without warning; the levels are so dark that you cannot see large groups of enemies sitting in the pitch black shadows; spawns (the enemy) everywhere and a constant blitz of fiends. by the middle of this chapter, i just wanted to be done with the game.

id had a very good, extremely functional foundation on their hands, but this drive to make Quake "harder" in frustrating, sometimes cheap ways (especially in the last fourth), rather than simply... fun, leaves a pretty bad taste in my mouth and butchers the initial impression i had. i do believe that with more refined balancement this game could've been a consistent and great FPS, but since that's not what we got, all i can do is wonder about All That Could Have Been. shoutout to my friend lilr

the more i play this the less i want to keep playing. why does this fall off so damn hard after the first 2 or 3 levels

ive played a lot of EU/EW but i just dont understand how im supposed to play this game. wish there wasnt an objective-based turn limit in 9/10 missions, since it forces me to rush through levels and fucks me over completely. also, abysmal loading times on ps4

xcom: EW takes the goodness of EU's tactical gameplay and applies a bunch of cartoonishly bizarre shit to it, the highlights being MECs and gene mods.

the result is a game that is still as intricate as the original, but far more fun. this game is at its absolute best when you're still learning the ropes: every mission is super tense and you can feel the weight of each one of your decisions almost immediately. thankfully, by thinking carefully about your squad's composition, positioning, loadouts and abilities, you can succeed in every possible situation, because there are always so many options to deal with everything. figuring out the best options to use in each one of those scenarios and making the most out of what you have to either squeeze through a tough spot or completely crush your enemies is so pleasant, i love this gameplay loop.

that level of quality remains until somewhere around mid-late game. unfortunately, when you near the final stretch, you're much stronger and smarter than the aliens, to the point where all of that aforementioned tension is lost and you just kinda have to go through the motions while doing the necessary procedures to unlock the final mission. (MINOR SPOILER WARNING I GUESS??) and the final mission has awful, jarring level design. it's nothing like the rest of the game.

despite that though, i'd definitely recommend this game to anybody that might be interested in the xcom series. EU was great when it came out but this expansion is just.. the better version, and xcom 2 feels more like a challenge designed for veterans of this genre/series

this entire game feels like a yabujin song or music video

dmc rides the line between being very streamlined and a little bloated, weirdly enough. the missions are mostly quick and focused on simple objectives, which guarantees a level of replayability. however, a lot of the progression is based on "puzzles" that are all about dull, resident evil-ish exploration without any of the tension that old RE tried to evoke in those situations. some missions are also MUCH shorter than the rest, making the pacing feel very odd, and feature certain gimmicks that are both unnecessary and unfun, especially underwater sections.

perhaps most streamlined of all is the combat. dante's moveset is really restrained and you don't have a ton of options to pull off those epic youtube montage combos (unless you are an exceptional gamer, which i'm not). but that's kind of what makes this game stand out. it's more about meticulously picking the right actions to handle enemies and managing your devil trigger and health meters, than it is about flashy combat. that idea grew on me as i kept playing, but i still think it's a bit counterintuitive when you have a style system. due to the limitations of the movement and combat mechanics, not only did i find it pretty damn hard to keep my style high, but i also rarely thought that what i was doing looked stylish, regardless of what it said at the top-right corner.

when it comes to difficulty, i guess this is a pretty hard game, but the balancing is surprisingly good and it never really seemed unfair. there's always a way to counter just about everything, so mechanical skill and creativity are greatly rewarded. the one thing that makes this game harder than it should be though, and annoyed me a ton, is the fucking camera. this is a hack and slash with fixed camera angles that are extremely unreliable during boss fights. it's pretty much the reason why i rated this so low, my biggest issues stem from the camera sucking ass.

to close this on a good note though, let it be known that this game is aesthetically undefeated. i love the designs: from the weapons to the monsters, everything is super cool-looking as well as memorable. the environments are also top-notch, with a gothic castle that becomes more and more surreal as you progress, and a fleshy take on "hell" that has an awesome color palette. this game embraces its extreme corniness to the point where it loops back to being cool again and i love that

sissel my beloved

i think this is my favorite cast in a game. ghost trick features such a wide array of characters, ALL of them extremely charismatic and most of them much more complex than i expected. both of those qualities also stem from and contribute to the mysterious nature of an incredibly well-paced whodunit plot that continuously raises questions to keep the player intrigued.

the game doesn't shy away from answering each one of those questions either, but without ever hitting you with walls of tedious exposition or turning the story into a convoluted mess -- on the contrary; despite the frequent twists and turns, the plot is exceptionally tight. and although it often touches on some darker themes, ghost trick consistently maintains a light-hearted, goofy tone that never gets obnoxious. it's crazy how shu takumi makes writing seem so easy here.

the excellent narrative is supported by smooth animation, iconic character design and charming environments (the atmosphere of the restaurant, in particular, made me smile). the art is just so good. although i initially had my doubts on the gameplay, it only gets better as you make progress. the puzzle scenarios are as wacky as the story itself, which keeps the gameplay from ever becoming repetitive.

i was originally gonna rate this a little lower but the more i think about it, the more i realize that i enjoy everything about this game. can't think of a single negative thing to say. play it

watching gameplay makes hyper demon look insanely confusing. but once i actually played it, i could tell that it's a very carefully designed game. it's even kind of straightforward, actually. understanding enemy behavior is essentially all you need to be able to parse what's going on in your screen

but this game is still hard as hell, though. it's EXTREMELY fast and an assault on all of your senses. it's also mechanically delicate and complex, despite only having like two bindings that cover everything other than walking.

since you gotta move the mouse literally all the time, i basically can't play this because it makes my fucked up wrist hurt badly. it's a shame though, this game is right up my alley and the eternal arcade high-score grind seems fun to me

shin megami tensei plot and boss design

silent hill is a product of its time that remains timeless. it was born from several limitations and quirks of the PS1 age that make this game a one-of-a-kind experience when compared to its excellent sequels.

heavy dithering obfuscates everything in sight. the environment's textures contort themselves against the camera. the fog and pitch black darkness that compensate for the particularly low render distance force the world to slip in and out of a void at all times. awkwardly written and performed dialogue, with LONG pauses between lines that are often delivered monotonously, make each character interaction strangely hypnotic.

that paragraph makes it seem like SH1's surreal horror atmosphere was a fluke, but no, team silent went above and beyond to craft a town that feels eerily mundane yet impossible. when inside, you get environments with loads of detail that seem incredibly familiar, until you realize how nonsensical each level's architecture can get. when outside, you see basically everything that you'd expect a real small town to have (as well as blood, monsters and neverending voids), yet the contrasting vacancy makes this place appear as little more than a prison for harry.

when combined, all of these elements create a silent hill that exists somewhere between reality and limbo, dream and nightmare. over 20 years after its release, there's now a sense of nostalgia attached to the PS1 graphics and some dreamy coziness that i feel during the foggy scenes. but peaceful moments never really last in this game.

the way silent hill does horror is by inducing a false sense of familiarity and comfort into the player, only to pull the rug and flip everything they think they know on its head. there's always a dreadful anticipation for what comes next. that tension is greatly amplified by the horrifically oppressive akira yamaoka soundtrack and sluggish tank controls that betray the player, often forcing them to crash into walls and monsters.

but as opposed to the atmosphere that i've been gushing about for a while, silent hill 1's plot is a letdown. the disturbing and oppressive tone that dominates the experience simply has nothing to do with the goofy, campy cult aspect of the story. all of the endings are also anticlimactic and underwhelming.

ultimately, i'm far more attracted to how the main story is told (environmental storytelling, uncanny dialogue, the unforgettable FMVs) than to what the story actually is. some of the more subtle themes, sub-plots and lisa garland's character are all more interesting to me than the main plot.

even with its occasional shortcomings, the silent hill series is The big staple in the videogame horror genre to me, and it all began here. franchises like resident evil and alone in the dark may have preceded it, but SH1 was the game that showed everyone what kind of experience a horror game could be - and it still holds up.

after being let down to some extent by both RE remake and RE4, i went into resident evil 2 with few expectations, especially because this entry was obviously built on the foundation that was laid out by its predecessor. but, as it turns out, i actually enjoyed this game a lot!!

RE2 is engaging in its simplicity. it's very streamlined and tightly paced, with every objective flowing easily into the next. exploring the police station is a joy thanks to the great level design and art direction.

the RPD headquarters revolves around the Main Hall, the heart of the station. all the paths branch out of it. your key items hint at where you're supposed to go and give the game a firm sense of linearity without necessarily holding your hand. there's also a lot of backtracking, so when all of these ideas are combined, you basically get zelda dungeon gameplay but with zombies and resource management.

within the station are these awfully narrow, claustrophobic corridors littered with monsters that exploit the massive jankiness of the basic movement mechanics. running past zombies in this game can be really tricky (i actually didn't struggle with this in REmake) and shooting is rarely the best option, which is what creates a dilemma for the player, adding entertainment and tension to the exploration aspect that is actually the core of the gameplay.

and if zombies make the exploration mechanically engaging, what makes it actually rewarding to me is just how good this game looks. the environments bustle with pixelated detail and are gorgeously composed to suit the fixed camera angles. RE2 is often so colorful, charming and vibrant that it reminds me of a comic book.

although the enemy encounters are well thought out and fun, what really kept me playing was this drive to see what would come next: a drive that wasn't fueled by the story beats at all, but more so by the pretty environments, the satisfying level design and good gameplay pacing.

in 2023, i don't think that RE2 is a scary game at all. it does have its spooky moments here and there, but it doesn't double down on its horror element enough to conjure a convincing, frightening atmosphere, like its rival silent hill would go on to do a year later. the mythos surrounding this game would have you think that it is all about monsters and terrifying stuff, but, to me, resident evil 2 is now more about catching a glimpse of what raccoon city used to be and navigating part of its remains against all odds.

played on retroarch with the crt royale shader

when i write a review, i usually don't like to compare the game that's being reviewed to others. but whenever i try to talk about Dead Space, Resident Evil 4 ends up being the elephant in the room. although RE4 is the mother of the modern third-person shooter, i can't think of any game that wears a RE4 influence on its sleeve as much as Dead Space does. having played both games, it's impossible to keep myself from drawing parallels between them and setting expectations based on what i had already experienced with capcom's genre-defining action horror title.

however, even though DS is built on the foundation laid out by RE, it still goes for very different things. yes, it is a horror shooter about managing ammo through precise aiming while controlling a heavy, slow guy, but its gameplay focuses so much more on claustrophobia, individual encounters, somewhat organic jumpscares and knee-jerk reactions. a lot of that comes through thanks to the sci-fi setting: a completely unfamiliar spaceship full of small rooms and narrow hallways. the atmosphere is claustrophobic by nature, but that sentiment is amplified when your path gets blocked by a necromorph.

the devs also exploited the setting pretty well while developing the mechanics. the plasma cutter, the stasis pack and the zero gravity jump all make sense in-universe and are clever and can be really fun to use. they are kind of a product of their time as well, since all of them experiment with physics to varying degrees, much like everyone else was doing back in the 7th gen.

but even with its innovative approach to this formula, what made Dead Space fall apart for me was how it overstayed its welcome, despite being a relatively short game. after putting 7 hours in, i kept noticing how it kept repeating itself. there is so much repetition. all your objectives feel the same, the simplistic encounters feel the same, the puzzles are extremely similar, the zero gravity sections are extremely similar, and i cannot tell most of the environments apart.

due to all of that, the game becomes a big, unmemorable mush and everything that was initially exciting and unique becomes utterly mundane; from using the plasma cutter (to shoot a zombie in the leg again) to flying around in zero gravity (to solve a braindead puzzle again).

considering the length of the game, it feels like there's a lot of untapped potential here and the ideas weren't fleshed out all that much. one of the prime examples is the kinesis module: this is a really cool mechanic but it's rarely ever useful for combat. it ends up being a little gimmick that you turn to when the game requires you to move some obstacles or carry a key item from one point to another. it is such a waste.

and to really, really add insult to injury, Dead Space is poorly paced with a bizarrely roundabout plot. once again, the plot itself is repetitive. you fix something, something else breaks, so on and so forth. it feels like you always take one step forward and two steps backwards, never making concrete progress. the story that is told here also happens to be very unengaging, full of nothing characters that only exist to advance the plot. coupled with my other qualms with this game, this made me question why i should even try to put up with all the repetition; after all, there was nothing i wanted to see anymore, not even narratively. so i just dropped the game.

when you compare Dead Space to RE4, it becomes evident that its gameplay loop is very simple. it doesn't have the ingenious level design and active micromanagement that its mom has. however, at a fundamental level, it is a solid game. the core gameplay can be exciting, oppressive, even a bit terrifying, to the point where i'd recommend this game to anyone that may be interested in it (despite the negativity of this review). they may end up loving the formula enough and have a blast for 15 hours or whatever. me, i just wish that a bit more was done with said formula.. or that the game was simply cut in half.