Writing this review is bittersweet for me, as I'm a die-hard fan of the Final Fantasy series. Final Fantasy VII on the original PlayStation was a pivotal game that shaped my gaming journey, introducing me to a genre I've never looked back from. Witnessing its Remake (and now its Rebirth as part 2 of 3) triggered a profound reaction in me, making it the remake I've longed for the most.

That said, Final Fantasy VII: Rebirth has left me conflicted. While it boasts moments of soaring highs, it also descends into valleys of significant lows. I'll refrain from delving into the story, as its impact is highly subjective and I believe the game is worth experiencing for oneself. Is it perfect? No, but it continues to explore unique themes and twist tropes in refreshing ways that I hope will be further explored.

Approaching this review after completing a blind run through the main game, my perspective might evolve if, and it's a big if, I manage to achieve 100% completion. However, at this point, I don't foresee the desire to grind out the rest.

The combat feels refined from the remake, yet it still suffers from frustrating moments. The blend of action RPG with a turn-based system is starting to show its age, and while the stagger system may be the best version of it, it's evident that it's been utilized across multiple games. However, I appreciate the introduction of new character combos (synergy) that add flair and satisfaction, especially when finishing off enemies.

Truthfully I might just not be good at this version of action RPG. Some battles proved exceedingly frustrating, surpassing the challenges of even the most daunting encounters in Souls-like games. There seems to be a lack of action cancelling or sufficient invincibility frames, though I can't pinpoint the exact issue. It's possible my age is catching up with me!

The last open-world Final Fantasy, XV, received mixed reviews for its lackluster implementation. However, Final Fantasy VII: Rebirth manages to both shine and falter in its open-world design. The side quests are exceptional, building upon the success of meaningful story additions seen in previous titles. With over twenty side quests, each offering unique player interactions, the game avoids common MMO-trope requirements, providing a refreshing experience.

Each area feels meticulously crafted, offering familiar yet fresh vistas. However, some areas are cumbersome to navigate due to the absence of a jump button or limited climbing options. Despite this, the variety of activities in each area, from relic hunting to unique monster slaying, ensures engagement without overwhelming the player.

Character growth undergoes slight changes with the addition of "folios" for each character, although this doesn't significantly deviate from previous systems. Weapon leveling follows a flat scale, which, while forgettable for the most part, adds some depth to customization. Materia makes a return with minor tweaks, with the enemy skill materia standing out as particularly noteworthy as well as some new support materia combos that do aid the party in their battles.

Overall, Final Fantasy VII: Rebirth is a solid game, though it falls short of securing a place among my most cherished gaming experiences in the series. However, it's possible that a more complete picture will emerge with the release of the entire arc of the remake. With the anticipated release of the third installment in 2027, despite my reservations with Rebirth, I eagerly await Resurrection... or Revival... or Regeneration. Yeah, my money's on Regeneration.

Growing up without Nintendo consoles, my childhood racing adventures revolved around titles like Twisted Metal, Gran Turismo, and Jet Moto. For me, replaying Jet Moto 2 in 2024 was a replay of a cherished piece of nostalgia that holds a special place in my heart. But does this sequel stand the test of time? Unfortunately, not quite.

Pros:

Killer Soundtrack: The adrenaline-pumping soundtrack of Jet Moto 2 is a true standout. It perfectly complements the high-speed action and adds an extra layer of excitement to every race.

Neat Course Designs, Especially with the Grapple: The course designs in Jet Moto 2 are imaginative and varied. The addition of the grapple mechanic adds depth to the gameplay, offering new strategic possibilities and enhancing the overall experience.

Cons:

Plays More Like a Resource Manager Than a Racing Game at Times: One of the major drawbacks of Jet Moto 2 is that it occasionally feels more like a resource management game than a pure racing experience. Balancing your bike's turbo and understanding that it's use is just to get you back up to speed quickly vs a true speed boost is key to your racing success. Doesn't always translate to an enjoyable time.

Characters Aren't Diverse Enough to Bother Switching Beyond Necessity: While the game features a selection of characters, their differences are minimal, and there's little incentive to switch between them beyond fulfilling specific requirements.

Not Enough Replayability: Despite its initial charm, Jet Moto 2 lacks the replayability factor. Once you've conquered the tracks and mastered the mechanics, there's little motivation to return for more. Sadly the days of couch co-op are gone and without any online multiplayer the game quickly becomes dry.

Early Maps Are About Raw Power, Later Maps Are About Just Staying on the Bike: The difficulty curve in Jet Moto 2 feels unbalanced. Early maps prioritize raw power, while later maps become frustratingly focused on simply staying on the bike, leading to a less enjoyable experience. You really have to switch characters around or you'll be left in the dust.

In conclusion, while my replay of Jet Moto 2 didn't induce outright hatred, the clash between nostalgia and reality was palpable. The game's killer soundtrack and imaginative course designs offer glimpses of its former glory, but ultimately, its flaws prevent it from standing tall among modern racing titles. If you're seeking a trip down memory lane, Jet Moto 2 may provide some fleeting moments of joy. However, for those looking for a truly satisfying racing experience, it may be best to explore newer alternatives.

What other game do you know of that features the Two-Time Back to Back Blockbuster World Champion DrDisrespect?

2019

"Hey! Stop playing that game and go to bed!"

Moon RPG Remix is a delightful departure from traditional RPGs, offering a fresh and innovative experience that sets it apart from the crowd. With its charming story, unconventional gameplay mechanics, and adorable visuals, it's a gem worth exploring on the Nintendo Switch. After playing it in its entirety, I can understand how this was the basis for games to come later, like Undertale.

One of the standout features of Moon RPG Remix is its cute story. Set in a whimsical world filled with colorful characters and quirky dialogue, the game immerses players in a charming narrative that's as heartwarming as it is entertaining. The new English translation is fantastic, and you can tell Onion Games allowed the translator lots of freedom to go wild - it shows, and it works so well for this game.

What truly sets Moon RPG Remix apart is its anti-RPG elements. Instead of following the usual conventions of the genre, the game takes a different approach, offering players something entirely new and unexpected. This unique twist on familiar tropes ensures that every moment spent in the game feels fresh and exciting. And who doesn't want to be the REAL good guy for once? The experience is unlike anything else on the market. From its innovative gameplay mechanics to its charming presentation, every aspect of the game feels meticulously crafted to deliver a truly unique and memorable experience.

Another refreshing change in Moon RPG Remix is its take on monster catching. Instead of simply battling and capturing creatures, players must approach the task in a different way, adding an extra layer of depth and strategy to the gameplay. However, some of the catching requirements for certain monsters and side quests may feel tedious at times, potentially slowing down the pacing for some players.

With a playtime of 15-20 hours, Moon RPG Remix strikes a perfect balance between length and content. It offers enough substance to keep players engaged without overstaying its welcome, making it an ideal choice for gamers looking for a satisfying yet manageable experience.

However, it's worth noting that Moon RPG Remix does have its challenges. The steep difficulty curve at the beginning may deter some players, but those who stick with it will find a rewarding and fulfilling journey ahead. Additionally, the game can be difficult to navigate without a guide, and finding a concise resource can be a bit of a challenge.

Overall, Moon RPG Remix is a charming and inventive adventure that offers a refreshing take on the RPG genre. With its cute story, unique gameplay mechanics, and delightful presentation, it's a must-play for anyone looking for something different on the Nintendo Switch.

Now go get all that L-O-V-E!

Started pretty strong but not gonna lie the gameplay really turned me off on this one.

That and the main character's voice is grating after the first 30 minutes. Totally understand it's supposed to be a David Hayter/Solid Snake spoof but it just fell flat and entered the realm of annoyance.

War. War Never Changes... but it can be patched!

[I dropped the score a full point because of constant PS5 crashes. It's no exaggeration to say I probably experienced 50-70 crashes over 150 hours. It's a talked about issue but Bethesda claims it doesn't exist. It says something that I kept booting the game after each crash...]

Fallout 76 is a game about civilization picking back up after nuclear war ravages the world. It's about not giving up in the face of certain defeat and destruction, and about the resilience of humankind.

Fallout 76's development, unfortunately, followed the same path. I remember pre-ordering the collector's edition way back when the game was first announced, being so very excited - finally, a Fallout game that can be played online with friends! That has the same level of enjoyment and world-building we've seen from the series in previous entries, but this time online!

Only... that wasn't the case. There was a closed beta for those who pre-ordered a few months (maybe it was weeks?) before release, and I cannot really describe how gut-wrenching that beta felt, how devastated I was on how little this game resembled a Fallout title. From the lack of NPCs (Really, who thought gamers wanted to talk to computers to get quests for 40-60hrs? Where's the roleplaying element in that?) to some of the worst bugs and glitches seen pre-Cyberpunk 2077.

I did what any responsible gamer does after an experience like that and canceled my preorder.

So fast forward 5 years later, and I decided to give it a shot. Probably got it free from PS+ or something and wow, what a difference! The changes they've made and the work put in by Bethesda Game Studios really do show. It may not be a totally new game, but it immediately at least felt like a Fallout. NPCs greet you the moment you leave the opening vault, giving life to the Wasteland from the start. Such a change from before.

The story picks up with a pretty standard Fallout narrative by now, having you wander the Wasteland of Appalachia looking for your son, no your dad, oh wait, no your overseer! It takes a slight twist in that this time you aren't the only one out there. Your fellow players are engaging in the same quest, to find the overseer. This should add to the overall story arc, but sadly isn't referenced enough, or even used.

Imagine how different this experience would be with things like dungeons requiring teams as part of the main story. Sure, you can have friends join the team leader on their quests, but that's not the same thing you'd find in, say, FFXIV and its main story. FO76 doesn't have any needed player interaction throughout the entirety of the game. Truly it's not until the endgame and the events that take place server-wide that you are in more of a forced PvE type situation.

The gameplay feels good, though, probably the best shooting seen in a Fallout title yet. At first, VATS feels... off. It's no longer slow-mo like in Fallout 4 or stop time like 3 and New Vegas. It's fully real-time now and, once you get over the difference, makes the combat feel just so smooth. It's basically auto-aim on a meter, and I don't know how I can go back to the old school versions again. Battles can get very frantic, especially in the middle to late game where you don't yet have a fully realized build but are still fighting "end game" enemies.

When it comes to character building and leveling, again I think Fallout 76 hits the mark very well. Rather than any starting SPECIAL allocation or perk points, you start fresh with 0 in all SPECIAL and 0 perk cards. Every level up from 1-50 sees you adding 1 SPECIAL point, allowing you to slowly build out your stats. In addition, you get a perk pack, which is a 4 card perk pack that are allotted to SPECIAL stats. Those perks are standard fallout fare, and they are how you further build your character. Some are great, some are average, and some sadly you will have no room for in any given build.

The idea here is that you can build your character as you play, finding how you want to play, and change it (after level 20) if you don't - with nearly no downside. You continue to get perk cards past level 50, so you truly can respec as you go and try different builds with no penalty. This works for much of the game, up until reaching end game when it's more than just your given SPECIAL and perk cards you would change for a build.

Appalachia is great, also one of the better Fallout worlds with many different sites and locales to see. I just wish there was more of a reason to explore. The change to Bobbleheads (1hr buff vs. permanent stat boost, and they are more random now) and the Legendary weapon affixes we saw in Fallout 4 vs. finding powerful versions of weapons as seen in Fallout 3/NV means there are a lot of locations that, unless you have a quest or a daily mission, really don't serve much of a purpose. A real shame. Still though, a fun map to explore and trek. Especially with the threat of nukes from other players. Very cool mechanic!

FO76 still has some glaring issues, many of which don't appear until end game. One of which is inventory and space. 76 storage allocation is by weight and not total item count, which makes sense on the player and enemies, but doesn't really track in your base, and it doesn't really make sense from a server-load sense either. 20 power armor outfits or 250,000 items of junk? You will run out of space in your storage, and it will happen faster than you probably think.

There is a premium subscription you can get that gives you a scrap and ammo box with unlimited storage. At 14.99 this is worth every penny, as you also get some premium currency every month that you resub. Additionally, you get a handy survival tent that you can drop anywhere in the world, which is a godsend when you've finished an event and are massively over encumbered. Still though, even with these amenities, inventory management is a real pain late game.

The weird limits on daily play really drag the experience down too. Your end game loop is kind of standard gambling/item creation. Collect garbage legendary loot to scrap for material to try and craft better gear. You know, the one that we've been doing for a while because it scratches that primordial experience that "Surely, this TIME I'll get lucky!" The whole reason people buy lottery tickets despite unfathomably bad odds. But with that daily limit, there are events that give you enough loot to cap out, in less than 10 minutes. It's really unfortunate because it goes against the loop and can discourage playing, even when you really want to.

There are fun events to be had with others, some world boss encounters, daily instance operations (think run to objective, kill horde, run to next, rinse and repeat) and some DLC off-world map expeditions that are fun... once. If you like the settlement building/Sims aspect in FO4, you'll probably really enjoy it in FO76. Lots of plans to collect to make new stuff at your base.

All in all, I thoroughly enjoyed my time playing this live service title. However, I can't help but wish there was more substance to it. It leaves you wondering what the game could have become if it had launched in a more polished state, allowing Bethesda Game Studios to focus on enhancing it over five years instead of just fixing it. While it's still worth playing in 2024, don't expect the same daily engagement typical of a live service model.

A good start to what will be a great trilogy. Bit rough playing it right before Rebirth and after playing XVI, knowing how much more successful the combat is in those titles.

Still this is peak Final Fantasy writing, complete with loveable characters, story built tension and humor. Oh the humor! I love how they weren't afraid to even poke fun at themselves.

Half-Life originally came out when I was in middle school, and though I remember buying it maybe a year or two later, that was only to play Counter-Strike. Remember those days when mods were full-fledged games, sometimes better than the game they were modded on? Common practice has become a rare circumstance now.

That said, I don't think I ever actually played anything but Counter Strike with friends! In '97, I rented FFVII and for a few years soaked up every JRPG I could find and had time to play. So, now in 2024, playing through Half-Life for the first time is a... challenge. I respect the absolute hell out of this game for what it did to the FPS genre and the larger impact it's had on narrative-driven games, but man... it's rough... Kudos must be given because I was able to run the original non-source version with little to no tweaking needed. Turn off the head-bob though; it's by far the most extreme case of it in any game I can think of.

Any visual media that's over two decades old will certainly show age, so you have to accept that. Visually, you see the limits pushed in some of these levels, especially some of the cliff-side ones. The character models, though few, do the job. But where the game does shine is the alien enemies. Lord, they did some good work on making nightmare fuel when they created these ones.

I think the No-Clip documentary on the creative process of Half-Life helps immensely to try and frame the release window around what it was like at the time. A fully connected game world was pretty much unheard of in 1998, and Half-Life succeeds in that quite well. If there weren't the chapter popups, then sometimes you wouldn't even realize you've started a new section. This is the big impact that Half-Life leaves on the gaming industry, narration through the character's eyes, in a complete package.

This game is freakin' HARD. I'm not kidding (or I'm bad, maybe a mix of both!) when I say that. I truly think there were more deaths than a Dark Souls playthrough. The combat is tight, but the human enemies must have five layers of kevlar on because they take a punch before they go down. There's a decent variety of weaponry, including alien and tech ones, and figuring out which to use versus which enemies is part of the puzzle.

Half-Life has a banger soundtrack, but sadly, we don't get enough of it! But these tracks really do not miss.

Speaking of puzzles, the game features countless platforming sections that act as the puzzles found in this title. Most were self-explanatory after a bit of tooling around, but a couple are downright wicked. Even though I was frustrated with a few, it's nice to mix up the combat that becomes a bit mundane after killing your 100th headcrab, and they are paced fairly well, though the later third of the game features some REALLY annoying ones.

I think I'll dive into Blue Shift and Opposing Force before continuing with Half-Life 2. I'm giving HL1 a 4/5 but can see how this was an "A+ Must Play" title back in '98.

Enjoyable twist on Final Fantasy with monster catching mechanics, but I think the game needed more polishing.

So technically a live service game doesn't really end, but I've hit the completion of this one in my mind and feel good walking away.

Had a lot of fun and spent very little money, but don't feel a drive to keep going. Over 120hrs just on PS5 (likely 150 total with mobile, etc) spent on a fully F2P gacha is awesome, and I wish more 'mobile' games were like this.

Pros:

- Music
- Story
- Characters
- World & Lore

Cons:

- End Game
- Return on Time Investment. It's a gacha, you know how those go...
- Step difficulty curve in later world levels

45$ for a skin should be criminal. This game looked so fun, but falls flat on its face within the first hour.

If you're a die-hard Far Cry fan craving more from the series, Far Cry Primal might scratch that itch, but for others, it might not hit the mark. Unlike its spin-off counterparts like Blood Dragon and New Dawn, Far Cry Primal feels like a step back, especially when sandwiched between Far Cry 4 and Far Cry 5.

The absence of guns in a Far Cry game is a notable departure, and it's felt keenly in the clunky combat mechanics. The reliance on bows and melee weapons leads to a repetitive gameplay loop that lacks the adrenaline rush of gunplay. The combat feels especially cumbersome on console, with a tight field of view exacerbating the confusion in melee encounters.

The open-world checklist formula, a staple of the series since Far Cry 3, continues here without much innovation. The world of Far Cry Primal doesn't offer much in terms of uniqueness or freshness compared to its predecessors. The story and characters also fail to leave a lasting impression, with most feeling flat and unremarkable.

However, Far Cry Primal does have its moments of enjoyment. The creature-taming mechanic adds a layer of excitement as predatory animals become your allies, with later creatures feeling downright overpowered. Watching your sabertooth tiger tear through an outpost is undeniably satisfying.

Technical issues mar the experience, with frequent crashes on the PS5 during fast travel. While progress wasn't lost, the interruptions were frustrating and indicative of potential issues with the game's compatibility with the console's SSD.

In conclusion, Far Cry Primal offers glimpses of primal delight but falls short of the expectations set by its predecessors and spin-off titles. Unless you're particularly drawn to the Stone Age setting or the creature-taming mechanic, it's hard to wholeheartedly recommend Far Cry Primal over other entries in the series.

Played this on a long Saturday with my boyfriend, and totally the perfect title for that experience. We combined on the puzzles but were still stumped by a handful. Very rewarding when we figured out the trick needed.

Great design, great atmosphere, great game! Reminds me of my first playthrough of Portal.

I used to be nothing but a stone in the river of time. But three years ago, it was you and the others who taught me I had to move ahead.

Final Fantasy is known for pushing the boundaries of the JRPG franchise through risk-taking, and 'Dirge of Cerberus' attempts to follow this philosophy. While the concept of having everyone's favorite emo-ish vampire, Vincent, shoot his way through Midgar Edge to confront a new antagonist makes sense, the execution falls short, leaving players increasingly disconnected as the story progresses.

The return of fan-favorite characters from the original Final Fantasy VII cast, like Yuffie, adds a touch of fan service to the 12-15 hour journey. However, the portrayal of Vincent as a nearly silent protagonist is a puzzling choice. While he wasn't overly vocal in the original game, this installment focuses on his backstory, and it's disappointing to see him participate in lengthy dialogues without contributing much.

The Tsviets, the antagonists from Deepground, stand out as the highlight, but the lack of character development leaves much to be desired. Characters like Rosso, who could have been intriguing, are overshadowed, and the ultimate twist fails to evoke a significant reaction.

Addressing gameplay, considering the era when 'Dirge of Cerberus' was released, the dual thumbstick controls for shooters were relatively new. The game manages these controls reasonably well, offering semi-auto aiming. However, the absence of a radar or minimap leaves players often disoriented, struggling to locate enemies. The enemies with shields, requiring specific damage types, prove frustrating, particularly on higher difficulties.

The item and materia systems are disappointingly basic, contrasting with the potential for more depth, especially in gun customization. Unfortunately, the limited setup results in a uniform experience, missing an opportunity for varied gameplay. Cannot help but wonder how a system similar to Parasite Eve would have enhanced the overall presentation of combat. Sadly, will never know.

The soundtrack lacks standout tracks and motifs, departing from the rich musical tradition of the Final Fantasy VII compilation. The absence of memorable music is particularly felt in an action shooter, where fast-paced music could have enhanced the gaming experience.

While not a completely horrible experience, 'Dirge of Cerberus' oscillates between moments of frustration and boredom. Boss battles are uneven in difficulty, with only a couple posing a real challenge. The game's potential is overshadowed by its failures, making it difficult to recommend unless you specifically seek more Final Fantasy VII compilation action.

The Remaster Reunion treatment on this one helps to polish this ancient feeling PSP title, but sadly doesn't go far enough.

Still, it's a fun 15hr story through some FFVII backstory and lore, even if that story is disjointed at moments. Combat feels smooth and the tweaks to the odd limit break/slot machine system help hasten the overall battle experience.

It's worth playing just for the ending, now in stellar HD, especially if you never played the original. Just not sure if there's enough reason to play it again if you owned a PSP in the past.

Some games are easy to review, allowing you to express your thoughts clearly about what you love or dislike. You can easily sum up your experience and share what aspects of the game evoke specific feelings.

However, there are games that go beyond the usual gaming experience and present a unique challenge when it comes to reviewing. Final Fantasy VII falls into that category for me. In my childhood, this game shifted me from a casual video game enthusiast to someone passionate about JRPGs, a fondness that has stuck with me over the years. While I wouldn't claim it changed my life, it certainly influenced how I perceive entertainment and shaped my preferences for media to unwind and disconnect from the 'real world.'

This recent playthrough is my fifth complete run, and I chose the original PSX version, flaws and all. We all know about the subpar translation, filled with spelling errors and plot deviations. While I revisited the original on my Steamdeck, my partner played a heavily modded PC version, featuring the Echo-S fan voice acting—an impressive fan creation that deserves recognition. This fan work resulted in some amusing scenes, perhaps not present in the original but strangely fitting into the narrative.

Despite the contrast in experiences, with his being fresh and mine ancient, we both found aspects to enjoy and criticize passionately. Despite its imperfections, I believe Final Fantasy VII is a genuinely great game, though not without its flaws—achieving perfection is a rare feat in gaming. Its lasting impact on the gaming industry over decades is undeniable. The game captures the essence of what makes JRPGs enjoyable, displaying the power of storytelling with well-developed characters and intricately crafted worlds filled with lore. Final Fantasy's dedication to innovation is evident, and VII stands as a title that embodies that commitment.

"There ain't no getting off of this train we're on."