Wonderful game, wonderful snoot.

One of a kind, extremely soulful, filled with all sorts of creative designs and generally a very wonderful game despite some poor design choices. I really do wish there was a spiritual successor or that tightened up some of the more archaic elements in the game but overall the package is great.

This is straight up the "second season" of the anime with all the gags, drama and mindfuckery seen in that original anime. Its fantastic and I love it, but hooo boy not all routes were made equal. I don't know if it was a problem with budget or deadlines, or a case of the writers just being meanspirited, but several characters are locked to having unavoidable bad ends where you'd think there'd be a choice at the end but no, nothing. Not that this is a major complaint per-se, but it definitely rubbed me the wrong way seeing fan favorites get all the content they do compared to some of the more unfortunate heroines. Either way, its awesome, just don't go in thinking this is a dating sim or a romance vn cause its really not. (Play the first, albeit slightly mediocre, saturn VN for that)

Star Control 2 is pretty much the perfect video game in the sense that it exceeds in all the goals it aims at accomplishing. The atmosphere, world-building, narrative, alien designs and dialogue are all done well beyond the level of most science fiction. Its a very soulful game that is still pretty much one of a kind. (Which is surprising, considering it developed a pretty decent blueprint for what could have been a fun subgenre of space exploration games)

There's some nitpicks to be made about the games writing and core gameplay but most of these come down to personal preference. There's some obtuse missions in the game that I cannot imagine figuring out without either a guide or some hint beforehand and I can't imagine "beating" the game blind on your first playthrough but these don't really get in the way of the main appeals of the game.

The less you know about this game the better. Go in blind and drink up the scenery.

Decent core gameplay with a lot of missed potential and wonky pacing. Much of the game was underwhelming and I felt particularly frustrated with how much of a slog the first and third chapters felt like. I found myself wanting more from the game and wishing the last chapter wasn't so clearly barebones.

A minor but noteworthy nitpick: Why are god-mode and level unlock cheats in accessibility options but not a colour-blind mode? There's not even options for an in-game map nor a kills / secrets tracker for those interested in 100%'ing the game.

A poorly designed SRPG with (mostly) awful music, no budget, mediocre gameplay and a pretty solid story with a bittersweet ending. The base gameplay largely revolves around unlocking new forms (which are all useless save one that carries your team) while fighting the same two or three enemy types till the very end. The game itself has some pretty solid illustrations and seeing all these monster designs (despite being a total mess visually) was a treat. The animations, while crude, for the finishers were still cool (even if you couldn't skip them) and had 90's action anime charm to them. The worst thing a SRPG can do, in my opinion, is make it so you have no viable strategies to beat a stage outside of one very specific path the game developers allow you to take and this game commits to this twice by the ending stages. Something about being soft-locked and forced to restart the entire game over something you had no chance of knowing about from before gets me very upset, and while I didn't get soft-locked by the game I got very close to it - too much so for my liking. At any rate, I was charmed by the game's story and characters enough to finish it. The game's ending turned out to be more bittersweet and memorable than I expected it to be. Its still low-budget but they really didn't pull their punches when hitting the more emotional notes of the ending and it definitely left an impression. I can't recommend this game to anyone save maybe diehard tokusatsu fans who really want to see a bunch of cool 90's pngs punching each other; But even so I can't help but still feel just a smidge sentimental when reflecting on this game.

Riguna is a total babe, by the way. We NEED more 90's anime witches in gaming.

Crash Bandicoot if it were a JRPG with minor Tamagotchi-like mechanics.

The game itself is relatively short and clearly low budget in pretty much all facets of the game. I think the game works so well because of its simplicity. Running and jumping throughout the levels and slowly developing your pet monsters works well enough, and the soundtrack (comprised of 90s DNB, moody ambience and cozy JRPG town music) really made the experience so much more memorable. The game is filled with neat little ideas. Lots of small moments in either gameplay or narrative that made the experience tons of fun.

Its not perfect, your pet monsters get stuck behind walls on occasion and much of the mechanics present could use with serious expansion. The narrative itself still reads half-finished and rushed. But there's still some solid character moments present in the game and some reaallly nice subtle details tucked away in the corner.

The game is a seed of a truly amazing game that doesn't exist but I love the game regardless. Would recommend it if you like games like Klonoa, since it'll scratch that same itch.

This review contains spoilers

Vintage DeviantArt waifus in swimsuits... takes me back...

This review contains spoilers

Boring. Uninspired. Derivative. Soulless.

There's occasional good ideas present but the presentation and gameplay of the game undermines anything good it has going for it. Some examples:

The Soul Matrix is a boring dungeon that the game wants you go through to unlock your party member's special abilities and learn more about their personal histories. Every floor looks like the same uninspired sci-fi slop as the one before it. Rather than being one long linear dungeon, it is split into three sections each with their own levels equivalent in difficulty to each other. Because of the pacing of the game, you end up running past all the enemies of the previous floors you didn't do just to fight the mini-boss you are now over-leveled for. The cutscenes you do get as a reward only marginally expand on previous scenes and are consequentially neat but unremarkable. They are predictable and uninteresting.

Continuing this train of thought, the "Vision Quests" miss the appeal of what the initial Vision Quests had from the previous games. Of which, highlighted previously unseen characters, great music, solid foreshadowing to later dungeons and even choices that have consequences on events later in the game. The Vision Quests in Soul Hackers 2 have none of this. They are inconsequential and repetitive.

All the demons are derived from previous SMT games with few to no new additions.

Characters and ideas return from previous Devil Summoner entries but are underwhelming and unrecognizable at worst. Kyouji and Rei may not have had a significant role in Soul Hackers but they still left an impression and it was exciting seeing what happened to them after the first game. I guess Victor's new design is fantastic and his role in the narrative is appropriate but he's the exception and not the rule.

Sabbath is not an fun mechanic. They could have expanded or polished up on the row system from the previous Devil Summoner games or stuck with press-turn but instead "extra damage" is the novel mechanic of the game. It does not affect your strategy or decision making to the extent either of the previous two mechanics do nor is it even a novel idea.

This is the only SMT game I dropped halfway through. I do not like this game.

Very cute little budget title despite being pretty terrible but its still an interesting game despite its non-existent budget.

The JP version is better since it has the over-the-top voice acting the series is known for. I would recommend playing that version over this if you can understand basic JP.

A mediocre rpg and a mediocre tps combine to form a decent experience.

Ironically, for all its flaws, ME1 probably had the most consistent story-telling from the trilogy.

A very messy game filled with writing problems and strange gameplay decisions from start to finish. It felt like they were just trying to prolong the game length as much as they could with the amount of un-skippable "walk-and-talk" sections. That said, I do believe that there were some really good ideas and content, especially in the final acts, that helped to salvage the experience. Rain Code's soundtrack and visual style added a lot to the overall feel, even though some elements are a bit too derivative from the team's previous works. I don't know if I can recommend this game, but I'll definitely be thinking about it fondly. (Mostly)

This review contains spoilers

An SMT clone I greatly appreciate that has hit-or-miss execution. If you're a diehard SMT fan I'd recommend at least trying the game out. There's a lot to talk about so I'll just place my thoughts in bullet point form.

- Getting this out of the way immediately; dungeons are way too big. We're talking sizes that rival the final dungeons in any regular dungeon-crawler. Even indoor towns happen to be absurdly massive and are a slog to get through. The encounter rate is thankfully pretty low and escaping has a high chance of success. This can still be a huge deal-breaker for some.
- The gameplay itself is unique and has some interesting benefits to it but not without its flaws. You don't have leveling up or any traditional item stores but instead "energy" which you get from killing enemies. You use energy to level up your protagonist and heroine's stats, upgrade your weapons and produce all your items and resources whenever you want. Scavenging for items was more rewarding since they were more rare. Developing your characters in a more free-form fashion was also fun to do, although is nowhere near as extensive as in other JRPGs at the time. The balancing is surprisingly good, or as good as it can be, at least until the last third of the game where your characters become so overpowered and at so little cost that there's no longer any real challenge to be had.
- The narrative itself isn't much to write home about, but the individual set pieces and the world building that wraps it all around is all fantastic stuff. There's a decent amount of one-on-one conversations with ordinary people doing their best to stay alive in a demonic apocalypse. You end up travelling to different regions in Japan in different periods and all of them are very distinctive and memorable. Some of the more stand out moments include going to Kyoto to stop a demon parade (with appropriately themed enemies) by travelling across the city to beat up and take the limbs of some dismembered monster for shits and giggles. You also end up in Kyuushuu to find dinosaur people hanging out in a village who have a serious Dinosaur Death Cult Problem™. It reminded me a lot of Megami Tensei 2 specifically but maybe slightly more eccentric in places.
- Really, the entire middle-portion of the game is a fun time and is easily the highlight of the experience. Its one hell of a wild ride and I can't appreciate the insanity enough.
- Most of the music is just there to fill the atmosphere. Some tracks are obnoxious and most are re-used and looped way too often. Some select tracks are great and wonderfully complement the tone of the game, but these are probably like 3 or 4 total.
- The creature and character designs are all phenomenal and ooze with personality. The game uses a mix of pixel art, scanned illustrations and handcrafted sculptures for the wide variety of characters you encounter in the game. They're all fantastic and distinct and seeing what next creature I'd be fighting ended up being a huge draw for me in the game. I didn't actually know this going in, but both Katsuya Terada and Yasuhi Nirasawa worked on the designs. Nirasawa himself greatly contributed to a bunch of tokusatsu shows, video games and ironically SMT itself, later on. He's severely underappreciated as an artist.
-The closing dungeons of the game were an absolute chore, enemies can't hurt you in any significant way but by having large health pools they increase the sheer slog of going through the already massive dungeons.
-The final boss had a unique gimmick to it I haven't seen in a traditional JRPG before, but the ending itself is slightly underwhelming. For all the foreshadowing with the Ooparts and a certain disembodied head, I felt a bit underwhelmed.

Its a neat game that I wish was just a bit more polished.

A mediocre mystery adventure game with Sakura Taisen characters in a supporting role.

While the character banter between the Paris girls is decent enough, the majority of the game focuses on its original characters which quite frankly aren't too interesting. The actual narrative is acceptable for the most part but nothing I was too invested in. What makes it a bit more frustrating is that the game doesn't clue you in on where to go most of the time which means you gotta click through the entire map once again until you find the next event. For some reason all the new character designs look really amateurish and ugly, they've all got really desaturated coloring to them with no contrast that makes them look really cheaply drawn. Most of the assets are just taken from Sakura Taisen 3 from the sprites to soundtrack. Ending is shockingly abrupt too, and some of the tail end plot twists were kinda stupid. Since they wanted to make this a sub-series of its own the game DOES have some loose ends too. The only nice thing about the game is that the majority of it is fully voiced and when the girls are bantering about it is entertaining. There's also a decent amount of bonus content but with the main game so weak I'm not exactly excited over it.

It would've been much better if they just made a slice of life story with the Paris girls, maybe starring Erica as the lead or Oogami again, just change the timeline around a bit. This one just sucks.