463 reviews liked by Hannibalmick


Completely devoid of everything that made Honkai Part 1 good and filled to the brim with everything that brought it down. For the longest time, it felt like Honkai Impact was Hoyoverse's primary passion project, but since Part 2 began, it now feels more like a cash grab trying to imitate the companies other more successful projects and feeling soulless as a result. It was already sacrificing elements of its identity towards the end of Part 1, and now it is nearly unrecognizable in Part 2. Ironically, while Part 2 tries to imitate HSR, HSR ends up feeling like Hoyoverse's new Honkai passion project of choice, with even one of Part 1's more formative writers jumping ship to it, at least for now. It's honestly just depressing.

I struggled to play through the beginning because I didn't really like the characters as much as the first game and also because the first 25 hours is literally just slice of life with VN moments that will hurt as much like staring at 10 CSGO flashbangs being throw at you at the same time, but the last 15 hours of the game just got better and better and the characters starting to grow on me. BRUH WHAT AN ENDING???? what an amazing build-up to mask of truth, i can't wait to play the next game EXPAND FOR SPOILERS...
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Yeah this is probably my favourite 15 hours of a videogame, how the fuck is mask of truth gonna beat this. so it starts with this huge war scene and shit is fucked, I really enjoyed seeing the characters go sicko mode in the battlefield and how serious it suddenly got. After that I think we met the characters from the previous game and I LOVED SEEING THEM AGAIN, I fucking love when videogames connect with their previous games and see how all the characters have changed, this made me like aruruu A LOT more she's so silly. after that we get more lore because we explored the ruins so that's also pretty nice. Then suddenly out of nowhere mikado declares war on tuskur and we end up going there, this makes the universe feel even more connected. we get to meet some of the prelude of the fallen characters and see them in combat. we find out mikado passed away while we were here and we have to return back, later we find out he has died of poisoning. Oshtor gets suspected for attempted murder of Anju ( she gets poisoned right after the death of mikado ) and they fucking TORTURE MY MAN OSHTOR?????. we rush to the castle and rescue oshtor and Anju. We defeat Vurai and we travel to Ennakamuy, and bruh this fucking guy isn't dead so he wakes up and goes sicko mode rage in the city. on our way to ennakamuy we notice he's nearing us and oshtor decides to stay behind and fight vurai alone and shit is getting fucking dramatic. nekone is worried and refuses to leave him and she just runs away and haku decides to catch her. Haku tries to get her back to ennakamuy but refuses so we end up watching the battle between oshtor and vurai, when oshtor prepares for the final blow NEKONE INTERRUPTS AND FUCKS UP SO OSHTOR MISSES BRUH I WAS LITERALLY ON THE EDGE OF MY SEAT... Oshtor sacrifices himself to defeat vurai and protect haku and nekone who nearly got killed by vurai. before he fades away he gives haku his mask, man i feel so bad for nekone and haku. Now haku has to step in oshtor shoes and when we finally meet the rest of the crew haku pretends to be oshtor, we lie and say that haku died during the fight in front of everyone. seeing everyones reaction and especially kuon destroyed me, and to see her slowly walk away after hearing that and haku couldn't do anything about it was just..... bruh i have no words. and now nekone has to pretend haku is her brother just after losing him and i just can't get that out of my mind. I wasn't expecting to like the ending so much I felt kinda dead inside during those fucked fanservice slice of life parts but i don't even regret playing it, this is my favourite videogame ending ever. it is peak fiction

as a game, its terrible. Wonderful franchise wonderful characters wonderful stageplays wonderful anime! The mobile game however..
anyways I’m just here to say I have hope in el dorado and it will save us all.

If only this had less...gameplay, or at least better gameplay. It doesn't even try to hide the fact that most of it is running back and forth doing random stuff for people.
Because yeah, the story and how it's told is fantastic. Games that can manage to move me in ways that this has are very few. Absolutely beautiful message/themes that hit hard now, and would have been possibly life-changing if I was 15 years younger.
I've rated it pretty low (struggling between a 3 or 3.5) because I can't quite forgive the slog that is the actual gameplay, but if I was rating the story itself it'd be much higher.
And I feel like I should also point out the pixel artwork because it's just phenomenal.

this game is good but it feels like it too much mickey in the finale. Im not really sure how to actually rate it though.

"A game for everyone is a game for no one."

This is something that Hoyo failed to consider with the start of Honkai Part 2, as they tried to appeal to both existing players and new players, but in the end alienated them both.

Part 2 had a lot of marketing back in February. More than I’d ever seen during Part 1. It’s very obvious that Hoyo were hoping Part 2 would appeal to a wider audience and bring people over from Genshin and Star Rail. But it didn’t work. Not very well, at least.

New Players were alienated by Part 2’s overreliance on Part 1.

Part 1 is extremely long, which can be daunting to a lot of people. Meanwhile, Part 2 was meant to be a fresh start where new players can jump in without prior knowledge of Part 1. Unfortunately, Hoyo couldn’t even execute this properly and decided to lock Part 2 until you reach level 30 rather than simply include a gameplay tutorial at the start of Part 2. This forces new players to play the worst chapters Honkai has to offer, giving a poor first impression.

Then, Hoyo decided it would be a great idea to use existing concepts and terms without even explaining them. How is someone who only started playing for Part 2 meant to know what the Sea of Quanta or a Bubble World is? These things don’t get explained until way after you would have reached level 30.

Existing Players were alienated by Part 2’s lack of a connection to Part 1 and desire to be something that it’s not.

Despite there already being two great storylines that Hoyo could’ve turned into Part 2 - A Post Honkai Odyssey and the Previous Era, Hoyo chose to set Part 2 somewhere with as little connection to Part 1 as possible, likely as part of their efforts to make it easier for new players to get into without prior knowledge. As a result of this, so far Part 2 has an entirely new cast (besides from Ai and Vita but they don’t count since they’re just narrators now). While it’s confirmed that the old cast will have a role in Part 2, and we know that someone from St Freya will make an appearance after the end of the first arc (more than 20 hours into Part 2), it feels wrong to not even have one existing character in the main cast. After all, this is Honkai Impact, so why are there no Honkai Impact characters? The new trio should’ve had an existing character (like Susannah or Sora) in it, or they should’ve saved Griseo’s return for the start of Part 2 and had her take a similar role to that of Welt in Star Rail. (Also I just want to clarify I don’t hate the new cast. I like the new main trio, along with Dreamseeker, Songque and Thelema.)

Honkai Impact is not an Open World game. Aside from APHO, Open Worlds do not work well in this game. Hoyo should know this after the backlash they received when they tried Open World Chapters towards the end of Part 1. With Part 1.5, they created what I consider to be a near-perfect system, returning to Stages but keeping Side Stories and the Open World level design. And then they decided to throw it all away and return to non-replayable Open World Story Chapters for Part 2, now with an added (mostly optional) Artifact/Relic grind. It’s obvious that this was meant to appeal to Genshin / Star Rail Players, but Honkai Impact isn’t either of those games.

Both New and Existing Players are negatively affected by poor writing and Honkai’s current identity crisis.

The game is in a weird place right now where half of the UI has been updated to feel more modern and streamlined (removing any of its identity and charm in the process), somewhat resembling Star Rail’s UI, while half of it hasn’t. This makes it feel like two different games mashed together, which I suppose is fitting.

And then there’s the poor writing. I don’t think anyone will argue against the writing having declined in quality since the end of Remaining Flames, what with the technobabble and bloated dialogue of the final arcs. Unfortunately, Part 2 hasn’t fixed this. I have seen so many people say they barely understood what was going on in the first Chapter of Part 2 due to the way it was written, and I can relate. Plus the pacing of Chapter 1 was awful. We barely even got introduced to the new cast before moving onto the Seven Shus storyline.

TLDR Part 2 is poorly executed and alienates both new and old players due to having both an overreliance on Part 1 while also having too little of a connection to it storywise (so far). It doesn’t fix a lot of Part 1’s issues while also bringing back the mostly-disliked Open World format.

Not to sound like an epic gamer contrarian but Hollow Knight is a game I've never really understood the overwhelming hype for. It feels incredibly safe, lacking any originality whatsoever and desperately trying to appeal to the masses (which it obviously succeeded at). Most things it does pretty badly to fine with few things it's truly outstanding in.

Let me start off by explaining what I mean by saying Hollow Knight is <safe> and <desperately tries to appeal to the masses>. I think this is most obvious in its aesthetic, being minimalist scrimblo (bug)guys in a dark world. These things obviously work and have wide appeal. The easily ignorable lore-based story is also a victim of Hollow Knight's addiction to playing it safe, I really wish metroidvanias in general would get over lore-based storytelling, it's really boring. I could go on and on about how safe this game is from the world design, to the simplistic combat, to the movement upgrades being as bland as possible, but the point is that these things make game feel like it lacks any personality, putting that aside to be safe and easily marketable to the masses. It's basically The Minions but for adults. This isn't a problem depending on who you ask, but to me it really just made this feel super unremarkable. I love when games try new things being as creative as possible, this game is the opposite of that, some may even call it ehehhehehehehhehehehehhehe hollow.

Anyways on to the aspects of this game I actively dislike and think are bad. I think the easiest things to call bad are the bosses, while there are 2-3 great bosses the majority of them feel extremely underwhelming to outright bad. They just kinda feel like nothing and are very forgettable. Shoutout to the dream bosses for being especially nothing. The walk of shames back to bosses are also pretty bad but none of the bosses are really difficult enough for them to be that annoying, still worth nothing tho. The lack of good fast travel also makes some areas feel like an extreme slog to return to, very often having to retread the same ground you have before, the pretty w/e level design also doesn't help this at all. Most of the souls-inspired mechanics in general feel tacked on for no real purpose and only add tedium, I really wish games would stop taking inspiration from Souls when they have no clue what makes those games so good. I also wish there was more customization, the badges don't really give you much to play around with and aside from those there's practically nothing customizable which isn't great when this game is as long as it is.

That being said it's not like I despise this game, there's honestly a good bit of things I think Hollow Knight does absurdly well. Despite the boring setting the game visually looks fantastic and the sound design I'd easily place on top of the genre. This game also feels fantastic to control. I may think the bosses suck ass but the actual enemy design is really good, with plenty of enemy variety to make every area feel unique. It's absolutely worth noting that what this game does well it does VERY well. It just doesn't have much that really goes over the bar of <ok>.

tldr this is like basically the golf of video games when u rlly think abt it

It's pretty frustrating how time-gated 90% of this game is, upgrading even just one character, progressing through the story, leveling, etc. Under the progression system is a solid rail-shooter with great visuals, music, and gameplay. I guess my main complaint is the story should be easy for casuals to get through, but even after literal dozens of hours I'm barely halfway through the chapters that came out after launch.
If the story wasn't interesting I would not be playing anymore, but even then my patience is tested when 95% of fights are waves of trash mobs. You spend most of the time fighting pointless waves of enemies between each cutscene, separating them by multiple minutes at a time. The often poor translations sometimes makes dialogue feel disjointed and nonsensical.
It has "potential" and I can see this game improving a lot in the near future, but there are too many small issues that add up.

Rank 250, with level 230+ teams, currently on chapter 24.

This review contains spoilers

With Penacony's main story starting to come to a close, I figured I may as well write down my thoughts since it’s an arc that fumbled almost all its potential (Aventurine, you're too good for this world) in a deeply frustrating way. But before that, let me list some of the things I liked since there are some pretty good ideas and iterations!

First, the environments and music are still absolutely top-notch and really sell me on Penacony being this hyper-capitalist escapist dream with a perfectly manufactured atmosphere. Every battle theme is a hit, and the final boss of the patch is accompanied by another great vocal song to cap off the arc. The puzzles are still solid even if the pacing can be a little off (playing 15 stages of the new Hanu mini-game in a row turned my brain to mush (yes I know I didn't have to play every stage all at once, but as soon as I see a mini-game in front of me, I am compelled to play it all)). And lastly, the set-pieces. For all its faults, the final boss does a really great job of bringing the characters of this patch together, and moments like Firefly's motif playing during her scene are the exact type of thing I love. But that's where my praises end so time to get into my issues!

These two things were detrimental problems to the Xianzhou arc and unfortunately, Penacony hasn't improved much on either: characterization and exposition. Most of the cast is given little-to-no characterization or screentime, only serving as dialogue machines to move the plot along. Sparkle, Black Swan, Acheron, Gallagher, Robin, Boothill, and especially the entire Astral crew are just so empty that it's impossible for me to care about any of them. Contrast Robin to Sunday; you discover the impetus behind his drive and desire to unite everything under Order, and how the outcomes of the decisions to grant a few people freedom have changed him. Then we have Robin, who gets pretty much nothing; nothing that backs her opposition to Sunday and nothing to build up their relationship as anything more than generic orphan siblings who care about each other. There is one scene that gives her some character while delving into her backstory, showing her suffering an injury on a war-ridden planet yet continuing to push on. This could've been an opportunity to really explore what makes Robin walk a different path, but instead, it's second-hand characterization given through Sunday mostly expositing at the player.

And that's my biggest issue with the game: that any interesting idea is immediately cast aside in favor of flavorless exposition. That HSR is so unwilling to engage with its themes and just wants to provide another (admittedly very nice looking) spectacle while most of its cast vomits exposition or dances around irrelevant HI3 references. It's incredibly frustrating because there are so many interesting ideas that don't get the time they need to be fleshed out, which makes its failure to capitalize on them so much more annoying. In the Main Story Quests (thankfully the side quests are better), we only get mere glimpses into why people want to stay there forever. We meet some people who are trying to escape their past, and some who want to build their fortune, but there's one example that stands out to me. Eventually, we meet an old man: one who’s dying of a terminal illness and whose only source of reprieve is the Dreamscape. This idea isn't anything new (and executed far, far better in Caligula Effect 2), but there's at least something interesting to explore here! While Penacony serves as a prison to many, killing all ambition and letting them live their lives away in a city of hedonism, it offers a solution to this man's physical pain in the real world and an opportunity to live his final moments peacefully. But instead of engaging with this in any meaningful capacity, the game simply mentions that maybe there's another solution out there, and then moves on without a second thought. A similar idea is explored through Firefly and her poorly defined/explored Entropy Loss Syndrome, but, again, there's so little depth to any of it., that her defiance against Sunday doesn't have the weight it should.

There's one more issue I have, and it’s one that bothers me even more than the anemic character writing or constant exposition: the dialogue choices. I'd like to imagine that this isn't a problem (or at least not as big of one) in the other languages, but HSR's English dialogue choices during pivotal story moments are so strikingly terrible and show a lack of respect for the game's own story, that I have to wonder how they even made it in. Some times it's inserting cringe modern pop-culture references into every other choice and others it's undercutting the climax of a patch by having your awful half-silent protag say "Mommy look I'm on TV" (yeah this is from 2.1, but the point stands) seconds before fighting the main antagonist of a patch, but the result is a story that can't take itself seriously even in its best moments. I understand that Caelus/Stelle are supposed to be goofballs to an extent, but at least restrain yourself when it actually matters!

Maybe I'm being too hard on Star Rail, but when I think about how FGO managed to put out something like Camelot (which for all its problems is still a chapter that holds up today) almost a decade ago, it's disappointing to see that a gacha of this scale can't even come close. Hell, even Genshin managed to stick its landing with Chasm and (for the most part) Sumeru.






Also why were there like 5 fake out deaths in Penacony

This review contains spoilers

Innocent Sin and Eternal Punishment spoilers ahead. Don't read if you have not completed both games

Although the relationship between this game and Innocent Sin is very well crafted and deeply interesting, I would be lying if it's poor execution wasn't to the games detriment. What I assume to be about 80% of the assets from the previous game, including music, dungeons and more carried over to this sequel. It's as uninspiring as it is boring, and it's extremely shocking to me that the game is praised for doing such. That being said, it is a very good story overall, even though it drags on at times.

Most of my gripes about IS were exorcised, primarily the tedious contact system being improved to not be as confusing and the game's characters being much more fleshed out throughout the story. I'll save myself the mental strain from reexplaining therefore thinking about the boring and half-assed auto combat system that didn't change at all in this game for some reason. I will say it's nice that they embraced it's boring design to the point where they added a turn list in the PSP version. Even in this game, I still found myself auto battling through pretty much every enemy and boss save for the final one and one other, a shocking reality considering that this is supposed to be the hardest Persona game according to fans, a game where the combat is revolved around auto battling is supposedly the hardest in the series. I even played on hard mode which I later learned does nothing but decrease SP gain when walking around in dungeons. The encounter rate is just as abhorrent as it was in IS, slightly mitigated by the fact that the game is a lot faster in this version.

Something I noticed in this game is that characters don't repeat themselves a lot. At first I was questioning why there wasn't as much dialogue in this game as a normal JRPG or better comparison Persona game and found it boring for a short while near the start, but ended up liking it a lot more with this realization. I'm happy the trope isn't present and it made the newer characters all the more realistic and likable by the end. On the topic of characters, it's a shame that the ones from IS were relegated to the status of "story piece" rather than actual developing character, because they were genuinely interesting near the end of their game. There was a lot more they could have done with them, but they chose not to because of the story? Strange decision, but as long as it continues the story I guess. As far as new characters go, the standouts are clearly Baofu and Katsuya. The dynamic between Katsuya being a police officer and abiding by the law and only the law while Baofu, a prosecutor turned criminal who and is much more vulgar in his methods, charred due to his past blames himself for his wife's death. When they first meet, they both despise each other and their methods but throughout the course of the game start to accept one another. Alongside being well written, it was very rewarding because after a story sequence, they were able to contact together in battle. It's a subtle but nice touch.

Continuing on the topic of characters, I found Ulala to be depthless and bland especially throughout the latter half of the game, though realistically she was hardly a problem. I just didn't resonate with her struggles I guess since I'm just so awesome and i have a lot of friends or whatever her back story was #CouldntBeMe. What is a problem is Maya because she is boring as fuck. Story implications aside, in IS I didn't really like her much and felt nothing when she died at the end of it, and her being a silent protagonist for some reason in this game didn't help that fact at all. Tatsuya also faces the same problems, but I ended up liking his character a lot more near the end because his problems, rather punishment, actually made sense in the end.

Loved that persona 1 shit though ill eat that up any day honestly that entire section with Nanjo was fucking awesome. Fucking love persona 1