Reviews from

in the past


Going to be transparent and say this rating is unfair but I just can’t play musou games because they remind me of the hardest part of my day to day life: the knowledge that everyone is an idiot except for me

Somehow a random dude's closed beta key got into my email as it did with many others and I could get a peek at this game. I don't even know why I signed up for beta.
Optimization is kinda rough at this point, which is fine because it's still in closed beta.
There are few cars and few tracks and gameplay is kinda hard, I know this game is striving to be the most realistic car game and it is the reason why I struggled to drive the cars. I just want to wreck some cars in a derby.

Halo: Combat Evolved is a fun but flawed game that unfortunately shows its age in quite a few ways. This game shines brightest when it shows off its unique and incredible locations, each with their own incredible atmospheres, and ties it all together with its very interesting story. Unfortunately however this game is not always at its best. A good portion of the game is spent navigating tight corridors, often seeing the same rooms copy and pasted over and over again, and fighting the same bunch of enemies. Master chief is fun to control in combat, however a few controls feel a bit outdated or awkward, such as the vehicle controls and lack of a zoom button while shooting. This game also suffers from not really having a proper waypoint system. Despite all of the levels being pretty linear it's still very easy to get lost due to the often confusing and repetitive map design. Overall Halo's biggest problem is its repetitiveness. Whether it be enemies, weapons, or maps, after a certain point you'll start to feel like you're just doing the same thing over and over again. The story is definitely still interesting however and though repetitive it is fun. Despite its rough patches I'm very glad I completed this game and would still recommend checking it out.

I guess I’ll start off this review by saying that I am not Final Fantasy VII’s biggest shooter. I’ve played the original and the remake and it’s a pretty good story, but it’s not my favorite Final Fantasy. I don’t really have any outward complaints about the narrative because of this, except for what’s directly presented to us. If they were to remake X or IX and do whatever they wanted with them in the same vein as this trilogy, I’m sure I could understand a lot of fan’s frustration, but for the most part I’ll be talking about the core gameplay. I’m gonna be trying this new thing where I talk about spoilers in hyperlinks instead of cramming them in the bottom of the review and describing them in vague terms, so don’t worry about getting your eyes tainted to something you don’t want to see. For the most part, it sits in a weird place in my head because I liked a lot of what they did but also despised a lot as well. As soon as I opened the menu and saw crafting I was extremely hesitant. It’s really funny to me that this game had so much discourse about yellow paint breaking people’s immersion, but no one seems to care about the pouches of crafting materials just laid all over the place for no reason. I would describe this game as a complete descent into madness personally.

I’ll start with the combat because it was my main gripe with Remake, and I want to get the positives out before I get into salt territory with the negatives. I’m much more of a turn-based connoisseur and getting used to the action gameplay was like getting shoved into arctic waters. I always felt like the dodges on the characters weren’t effective and the ATB gauge build up would drop a sledgehammer on my balls every time I’d get caught with it empty and unable to heal during a 45 minute boss fight. It sucked ass in that game, and it wouldn’t benefit from the fact that most chapters are just endless roadblocks of bosses that fly and cancel out your actions with cinematic cutscenes. Some of this is still present in Rebirth, but they managed to both fix the momentum of the characters in combat and delete half the health on most of the enemies. It was like leagues different and done way better here. Most of the character’s dodges were changed and were actually able to dodge attacks. Cloud was given this ranged laser attack that allowed him to build ATB from a distance which made him so much better to play as, especially because he’s the only party member that can’t be switched out. I found both Red and Tifa to be extremely overpowered due to their critical chances. If you give them ATB boosting items, they turn into automatic weapons that barely need to reload. It was just a much better experience overall. Instead of rolling my eyes at the giant mech boss, I was actually enjoying myself for once. I do still think Aerith is atrocious to play as though. She has better Ward abilities, but she’s still cannon fodder. Everytime she was forced to do a battle by herself, it was like Guantanomo torture.

The addition of the other party members hanging out on the side was neat, but I honestly can’t tell if they were actually helping or if they were just there for moral support. I definitely saw Barret pressure some enemies from afar when the stars aligned, but it seemed like Red and Cait Sith would just stare menacingly off to the side. It was still like, the perfect small change that you didn’t really know you needed though. There’s never any questioning what they were up to while your core 3 get to kill everything, because well… they’re right there! What I would love to see in the next game is the ability to potentially swap characters out on the fly, similar to Final Fantasy X. If the characters are there anyways, it shouldn’t be hard to implement. It would just be so nice if you ran into a flying enemy and could swap your melee attackers out for Yuffie/Barret mid-battle, instead of having to do it before battle after a reload. Since you’ll have the full party for that game, I feel like it’s going to be a must-have feature and I hope they don’t continue these full chapters of split parties just for the sake of forcing you to play as someone else for 3 monotonous hours. It helps that enemies are much easier to stagger in this game, meaning that they’re also much easier to kill overall. The combat is just a huge step up and it was actually fun in this game.

Just like in Remake though, there are a lot of highs and lows in this game. The highs are monumentally fantastic, while the lows are like slamming your face into concrete. If you thought that Remake had a serious issue with padding out its ass, then I’m so sorry to say this, but it’s made so much worse in this game. The issue is still extremely prevalent, it’s just that it’s relegated more into the side content than it is in the main story this time. Rebirth does benefit from taking place across multiple locations, and they are beautiful, but the chapters are still bloated beyond all Hell by chores masked as mini-games and mini-challenges. And here’s the thing, I don’t want to hear anyone in the comments raising a finger and going, “well, it’s all optional and you’re very dumb!! Why did you do it if you didn’t enjoy it? ☝️🤓” Is it though…? Is it truly optional content if your party’s EXP, SP, and relationship with them are tied to the side quests and intel? You can say all day that the shit doesn’t have to be done, but it doesn’t eliminate the fact that your main level progression comes from playing the same QTE puzzle 6 times per area and turning on shitty ass Tears of the Kingdom towers so that Chadley can constantly bitch in your ear about shit you do not care about. I’m genuinely wondering if people actually liked doing these? Not just, “I didn’t mind it.” Nope, did you genuinely enjoy doing this repetitive crap? Don’t hesitate to raise your hands. Even if you did, just because the shit is “optional” it does not mean it’s not in the game, and I’m here to talk about what I don’t like in the game, bucko. Like 75% of the playtime of this game is just as much bloated trash as the Trash Island that’s swimming in the ocean right now.

The mini-games ranged from very fun to complete horseshit. People are like, “man I wish Final Fantasy had mini-games again, what happened to them??!!” What, you mean these torture devices? I’ve never been a fan of most Final Fantasy mini-games. They’re at their best when they’re short and confined to one area. If they’re forced to be played, they should at least wrap into the story in the same way that Blitzball does. And I KNOW!! Final Fantasy VII was like mini-game central, there’s some sort of mini-game from giving CPR, snowboarding, to changing your damn clothes. I got it, but in Rebirth there are more than just the recreations of the original mini-games. There is a mini-game for doing the most mundane shit in this game and it’s overbearingly god awful. The beginning of the game was so overwhelming; you’re tossed into this gigantic landscape and get 37 tutorials thrown at you at once. How to run around, how to do combat, how to get a chocobo, how to ride a chocobo, how to tie your shoes, how to sit through Chadley’s dialogue without killing yourself, how to use SP, etcetera ad nauseam, until finally it just leaves you alone. There’s got to be a better way of introducing players to open-world games because the first 6 hours of each one always feels like sitting through job orientation everytime. Now toss in 24 mini-games per square inch of each area and you have my Joker origin story. I think it was in Chapter 9 when I was doing a side-quest for Aerith and it turned out to be another mini-game where you have to use the controller bumpers to rip mushrooms out of the ground, the inner coil of my being keeping me sane just burst like the engine belt inside of a car. From then on, I was hanging on a ledge by my last remaining fingers. I did eventually fall off the ledge, but it’ll be brought up in spoiler talk due to it being extremely late-game.

To be honest, not all of them were terrible. The Costa del Sol events, while extended way beyond its original counterpart, were easier to swallow because they were meant to be a fun respite to the major plot. The Gold Saucer events obviously were fine, it’s like the one part of the game where you’re supposed to fuck around. Queen’s Blood was genuinely interesting and the Junon marching was really fun when the game finally let you fucking get on with it. However, Fort Condor can drink my piss, especially because they changed the rules of the game for the sole reason of probably annoying me. Chocobo Racing can die in a ditch off the highway. That punching mini-game was needlessly complicated for no reason at all. The Cactuar mini-game might as well have ripped my face off instead. These are just the ones that annoyed me the most, the 50 other ones were either less annoying or just forgettable. It’s nice that the soundtrack is amped up to its extreme, with this being what seems like a 500 song discography, but that only slightly mitigates how annoying the games are to play. (I would drop that one dog song here, but everyone else beat me to the punch a month ago.) The PS5 has some dogshit bumpers too, like I can’t be the only one who thinks this? They hurt to use for someone like me with wrist pain, and there’s a lot of mini-games that require you to mash them. They’re too busy trying to ooh and aaahh you with motion controls and sensory features that they forgot how shit it is to mash bumpers that are literally fighting back. It’s nice that you can turn that off, but they put it in by default as the intended way of playing it. It’s just so egregious and doesn’t help with the pacing issues that most people had in Remake, in fact it’s made somewhat worse.

ring ring “Hey, it’s Chadley here!! I’m going to remind you that this game was $70 and therefore your complaint is rendered discarded. Just don’t do the content, forehead. It’s that easy."

Chadley, I will not hesitate to split you in half. I keep seeing this flimsy argument thrown around every time someone complains about this game. They get swarmed by people dropping the $70 comment like it’s the ultimate backhand. That it’s okay for the game to be overflowing with boring slop because it justifies it being $10 more than it would have been 5 years ago. It’s so cool that you like watching paint dry, but I don’t. There are games worth $30 and 5 hours long that were much more pleasant and much more memorable experiences than this. Baldur’s Gate 3 discourse has rotted all of your brains thinking that every game has to be 200 hours long to be worth it, when in reality if that game had been cut 50 hours it still would have been great because it was fun and had meaningful content. All the boring chore work in Final Fantasy VII Rebirth bothers me because it does nothing but waste your time and take you away from the character writing, which is the good shit. I will never forget how this game forces you to do a shitty on-rails gun mini-game 5 seconds after Barret has one of the most heart-wrenching cutscenes in the entire game. You might as well have played a laugh track over it. It’s not enough that you talk to the characters and maybe sometimes go on an outing with them, nope, you have to do a 6 chain side quest of killing monsters and playing mini-games, or looking for locations from a photograph, or crafting an object for the local idiot. There’s literally one Yuffie quest where a character you don’t remember from the Intermission DLC basically says “Hi” to you, then you run around the entire map looking for a monster for 30 minutes just for him to leave and have nothing else to add. It was worth it to get brownie points for Yuffie and unlock better dialogue for her that actually rules, but did they really have to make you work that hard for it? I guarantee no one will remember these quests in like 6 months.

It just blows honestly, because they put so much care into fleshing these characters out to the extreme. Their friendships are more prevalent and actually matter in this game. The comedy is funny when it hits and there’s sprinkles of silly moments that work well in making Cloud less of a hardass and more of a softie as the game progresses. I have never given a shit about shipping in this game, and it doesn’t matter here because they finally give those fans what they want if they work for it, so just about everyone is happy. Aerith and Tifa are actually friends and not weird competition, it’s so refreshing. And no matter how you feel about the narrative changes, the plot of FF7 is still just as fascinating as it ever was so the game is fantastic when you’re actually going through the main events. This has got to be one of the most rag-tag cast of characters in the whole series, maybe right next to IX’s gaggle of weirdos, and I genuinely care about what happens to them so of course I want to unlock all of their special dialogues. It’s just so unfortunate that it’s all bogged down by the most monotonous content ever. The writing prevents the game from being less ass than it could be, but it also could be so much better at the same time.

This link is everything I have to say about spoiler territory. Click at your own discretion.

Some other random things I felt: I’m glad that they introduced a fast travel mechanic because it's the one thing that doesn't waste your time. It’s not just a fast-travel at chocobo stops, but just about any location you discover has the ability to teleport to it. Without that, it would suck. The landscapes are amazing and so beautiful, but it came at the cost of mobility. Everytime my chocobo clipped onto a rock or refused to leap off of a small cliff, part of my soul cracked. It just made travel a pain in the ass sometimes, especially in the rocky, ruin like areas. Every action from getting out of the dune buggy and sitting on benches would feel excruciating because Cloud would always pause for a second before and after doing it, just breaking up the flow of the mobility for no real reason. I really hope they fix this in the next game because it was just another thing in it that started off kind of annoying, but then grew to extreme displeasure as the game went on. Selena is by far the best chocobo though.

The game over screen is worded atrociously. The multiple options to reload are confusing and I learned the hard way that reloading a checkpoint instead of a battle was a deathly mistake. These needed to either not exist or be rephrased differently. Why on God’s green Earth would I ever want to go back 3 hours on reload? It’s also really awful that you can’t adjust game settings mid-combat. More like ASScessible if you ask me. There’s no real reason for this, especially when some fights are right after cutscenes because the reload brings you right back to the fight, not before it. It made a certain Chapter 12 fight so fucking annoying to do because the NPCs wouldn’t shut the hell up the whole time. Jesus Christ. Imagine someone needed to adjust color blind filters or some other visible- oh wait, there aren’t any accessibility features at all, except for the scary yellow paint everyone pooped their pants about.

I really did want to like more of this game but it seemed as the longer it went on, the more psychotic I felt. I have found out how much of a pushover I truly am because of this game at the detriment of my own sanity. Critiquing this game seems to be an act of war in some parts, like having criticism for it is somehow removing the mask that I'm actually a gluttonous consumer that doesn't appreciate the art of games, which is nonsense. This toilet is art and I'd piss on that too. I'm glad that people found things to love in this game, and while it is beautiful, it is much more boring than anything else. There’s so much that I liked and yet so much that I hated, so I can only hope that the final game fixes a lot of the issues I have. I’m not going to hold my breath though because that’s exactly what I said in my review for Remake. This story never needed three 60+ hour games to tell itself and it’s getting more clear as time goes on. If the combat stays the same or changes for the better again, then I’m willing to see it through to the end. I'm already 2 games deep and I want to see where the story is going, but I imagine this game without the combat fixes and shudder at the possibility of its existence. We'll see in another 4 or so years.

I know people cream their jeans about the first Psychonauts game but that wasn’t really my experience with it. Big uppies to the visual style and really unique level-design, but the controls and platforming were uhhhh… POOP?? It was still a really fun game, but I just didn’t find it to be the game that everyone held up so high at the time. There were things I found odd with it like how some powers were only useful for short sections of the game and then never again, and generally just how annoying it was to platform and move around. The story though? That shit rules, dog. Psychonauts uses everything in its crayola box bussy to personify ideas and mental concepts into living designs, be it through the enemies or the overall builds of the levels as they shapeshift around you. The levels were just as much characters as the characters were, and the exploration was rewarded with interesting character writing that was shown instead of told without force feeding you a novel of it at the same time. It’s a game that I wish I liked more and I think I’m only babbling about it because I reviewed it when I was new to this site and didn’t really understand how to barf up how I felt in words yet.

Anyways, this is a review for Psychonauts 2 and the short of it is that it was by and large a tremendous upgrade from its predecessor. My main gripes revolving around the game’s controls and camera angles flew right out the window pretty much immediately. Movement and platforming was so buttery smooth and that dodge roll they gave Raz might as well have renamed him Rizz instead. I was so happy that they gave most of the essential powers in the first few minutes, allowing you to play around with them from the get go. With the added addition of the new enemies, now just about every power has a place on the table, allowing you to dish out pain in any way that you see fit in the moment. While there are particular enemies that require certain powers to be exterminated, the Pyrokinesis and PSI Blast abilities still carried most of the weight. The Time Bubble power is pretty much a must have moving forward, and the upgrades to all of the abilities makes them so much more useful than some of the abilities from the first game. My only minor gripe with the combat was having to assign powers mid-battle through the power wheel. For whatever reason I just would not budge from removing Levitation from LT and anytime I had to remove it during a wave of Panic Attacks and Enablers, I did audibly groan but that only happened a few times in the late-game. I definitely appreciate the challenge even if it meant swapping hotkeys like I was playing a speedrunner’s version of ball in a cup. However, hitting the objects that dropped health would send them into the fucking stratosphere sometimes, which made them pointless in my time of dire need. I would say that my least favorite boss fight was the plant one just because it was probably the most restrictive, but that’s one boss out of several who generally made for some really fun segments.

Aside from this game basically Kingdom Heartsing me by being a direct sequel of a 2nd game that I don’t own the console to, it was still a groovy time from start to finish. While none of the levels hold their own version of “Milla’s Secret” nearly at the same intensity, it was still a rather warming story about a group of friends working through their regrets with the help of Raz. It’s a story that still “went there”, just in different aspects. I don’t personally need the most fucked up thing to happen that lands this game into another 4,000 Top 10 Darkest Moments in video games lists until the end of time for it to be compelling. People are still DYING, Kim. I found the deep dive into the other Psychonauts to be rather interesting as it helped build the world that exists outside of the levels to a higher detail, closer to the ones that represent the actual brains where all the showmanship is. Of course the actual brain levels are still the best part of the game too and a whole heaping of them really delivered. I found both the cooking and concert levels to be the stand outs, as they represented the chaotic unraveling, or re-raveling, of their mindscapes so well. Like honestly, is the character losing his damn mind through sensory overload or am I, because that was quite the adventure into horrible ASMR that I didn’t expect to fall into.

And that’s where this series really shines because who else is crafting level design in a way that really puts you in the shoes of it’s characters in the same way that Psychonauts does? Where it really asks you to maybe reflect on your own trauma by dousing you in colors and sometimes difficult climbing; where mental healing and overcoming your obstacles is truly the ultimate goal at the end of the day. As someone who has mental illness in my family, it’s such a tender way of showcasing forgiveness for not just someone else but also yourself. It’s exquisite art design that is packed in just about every crevice and corner with some sort of metaphorical punch to each character’s inner turmoil, whether they have an addiction, horrible regrets, or unimaginable shame. There was care in connecting the platforming mechanics to the overall visual storytelling that combines into this whirlwind of gameplay that tells its story, with narrative twists that really make ya go “ZOINKS”. Interactivity is so fucking cool, bro!!!!

With that too, the game still has its comedic beats of course. The comedy is still written in a way that isn’t competing with the more downer sides of the plot because it’s written in a way that understands when each tone has its place to shine and both lift the cutscenes up without overshadowing each other. That is an aspect of both games that still rings very true. Unrelated to this though, Raz is voiced by Richard Steven Horvitz who also voices Billy from The Grim Adventures of Billy and Mandy, which made his blood curdling screams that he makes upon falling off a ledge really funny to me for some reason. Dying really wasn’t an issue because I genuinely laughed every time he screamed, as horrible as that sounds.

Related to Raz’s voice though, my real complaint of this game, that is still rather minor, is that Raz honestly talks way too much. I know that I’m 3 years late to this game, but I’ve been noticing a trend lately with any game involving a puzzle that if you don’t solve it in 2 seconds, the characters feel the need to just blurt out the answer for you as if you can’t figure it out for yourself. I am all for accessibility features for kids and everyone else but I really wish you could turn off tips without having to mute the voice audio in the menu. Sometimes I just want to examine what I’m working with before jumping into it and I don’t need Raz backseating the shit out of me- “I need to focus more with my Clairvoyance to-” at every chance- “I hear some emotional baggage around”- he could get- “I think I need to connect blank with blank in order to progress the level” Raz, please, I beg of you.

But all in all, this was a really good time and I felt like it would be. I really wanted to like Psychonauts 1 a lot more than I actually did and when I heard this sequel turned out great, I was more than excited to play it. Overall, I found the levels to be a lot more memorable here as well. I’m sorry Milkman fans, but I have made a solemn oath to never lie in a Backloggd review unless it was about how good I am at the games I’m criticizing. While this game does have things that irk me, they’re really not something that dings it in any grimy way. I guess they’re just more of a personal preference. But, having played this and Portal immediately after beating Final Fantasy VII Rebirth, it was a huge breath of fresh air. Give me more games like this pretty please, please, please please.

Also, stop posting this fucking meme every November, you goddamn selective assholes. Whoever made this image and then dropped it into the piss ocean that is Xitter needs to answer for their crimes.


I have searched the whole internet to find this game that wasn't corrupted with malware. My search was successful and I have never been more proud to waste that much time looking for something.
Very basic yet fun.
I have uploaded this game to my Archive account @ https://archive.org/details/@devilstrident

I have no clue if this is still the last bastion of our culture war or if it’s too woke now so I’m giving it a 5/10 to average those two possibilities out

dog i hate it here so much. i'm minding my own business, poisoning random passerbys with my Pimpy Son Opp, when this guy with a fuck-off arm walks up and starts doing Rising Tackles on my boys. He kicked one of them in the nuts and a crowd cheered. we're in the middle of the desert. I hit him with a club and then he started crying and we all felt really bad. Where's Jagi man. this shit blows, I want to go home.

Harold Halibut is a very technically impressive (when its not bugging out or dropping frames) feat, which unfortunately puts its gorgeous claymation style and cinematography in service of an overwritten, overindulgent miserable slog which might have been refreshing were it a fifth of its length instead of the overbearing wank we got instead.

Wank is the operative word here, the game is spiritually similar to jerking off. It takes inspiration from various sources, wes anderson films chief among them, but from what few films I have seen of those, they were much more entertaining and well written. The sheer nothingness of the gameplay even for narrative focused adventure games and amount of dialogue that was 3 lines too long for what it needed to be really fits together when you learn about the game's 10 year development time. This is someone's baby, presumably a labour of love, but thats the thing, sometimes you need to detach yourself emotionally from your work and cut things when they don't actually add anything. The most damning thing of all, after all that, 8 goddamned hours (it felt twice that) I feel nothing. The game is nothing. I am nothing. We're all nothing. And I have 8 fewer hours now before I return to the nothingness of oblivion with little to show for it.

I'm tired.

Let's play armchair game designer, because lord knows we don't have enough of them on here.

Before you can run, you must walk, and boy does Nathan Graves enjoy walking. Nathan just adores going on a stroll in Camilla's castle while his master's getting his toenails ripped off in preparation for being slaughtered in a satanic ritual. Mr. Graves wouldn't know how to run even if I slapped his dump truck ass with the world's most painful block of wood. It's a godsend that Camilla's basement houses the very shoes he needs to be able to find the joys of exercise again after he forgot how to sprint when Count Dankula played his Trap Hole card in the introduction scene. One must wonder how long it would've taken if Drac's minions didn't make such a fuck up as to leave shoes for Mr. Graves to wear for his aching strolling feet. Even with these shoes Nathan only knows how to barrel forward with wanton disregard for his own being. Alucard had it figured out already, just run with care. That's all you gotta do. For Nathan though? Only two speeds exist. Tortoise, and drunken hare riding on a Kawasaki Ninja.

The input for running in this game is bad enough with requiring me to dash dance on the dpad and kill my thumbs, but Nathan's whip attack is noticeably sluggish compared to past Classicvania outings. It may not be noticeable at first, but try ducking and whipping and go back to playing as Simon in any of the past games and you'll definitely feel it. Nathan can jump like a stiff pong paddle and can even wall jump, and trust me I'm proud of him for being able to do so, but he should stick to his day job. Wall jumping in this is automated for at least two seconds as Nathan pauses on the wall and propels himself into the direction of enemy fire that sends him careening back down the pit that he was trying to make his way up from. You will encounter this scenario a lot, I assure you, especially with Circle of the Moon's obsession with slap dashing Armor enemies everywhere with annoying attacks that can bop you from the other side of the screen. No joke, I had a moment where I thought I was hitting an Ice Armor enemy in the underground waterway safely, only to get a very pleasant surprise in the form of another spear flying from off screen and stabbing me through the adam's apple thanks to the second Ice Armor that was behind him.

The primary system is collecting some shitty Yu-Gi-Oh cards and playing Blackjack with yourself to combine two of them and give yourself some form of power up, which could range from boring effects like your whip getting an elemental bonus, or actual cool shit like turning into a bone-throwing skeleton that dies in one hit. Unfortunately, the card for turning into a glass jawed skeleton is about 95% into the game and requires killing a very specific candle enemy that requires backtracking to a who-gives-a-shit area, and kindly asking it to drop the damn card sometime this week. This is where I get to bitch about the worst part of Circle of the Moon besides Nathan's completely useless movement, and it's the outrageous drop rates. That card that I'd need for the aforementioned skeleton transformation? The drop rate is zero point four fuckin' percent. That doesn't just effect the cards either. Health items? What are those?!

Seriously, I went for hours playing this game and didn't think healing was even a thing in Circle of the Moon besides the absurdly paltry potions that give a measly 20 hit points back, or getting to one of the sparse save points that fully heals you. Hell, you don't even get healed after boss fights. I beat probably six bosses before a piece of meat suddenly dropped from an enemy, where I double-taked and went back just to stare at it for a while. There is not a shop to speak of either, shopkeepers aren't welcome in Circle of the Moon. No buyable health items for you to help with the horrendous onslaught of tedium, but you can go ahead and enjoy all those completely useless armors you get to lug around on your person. Sure is a hard game we got here, would be nice if I could have some items, but Dracula is against formal goods trading.

Circle of the Moon is about inconvenience. It inconveniences you with movement that isn't convenient for the challenge that is set up for you as it would be for past entries. The only way to make your pathetic movement less inconvenient is to find cards inconveniently hidden away in an unknown enemy's back pocket that could potentially make certain encounters flat out trivial, like the normally problematic ice element in the underground waterway, or Dracula's nigh-impossible to dodge meteor attack in the final battle. It's all an inconvenient excuse to grind if you lack information, which this game inconveniently gives you none assuming you're not playing the Advance Collection version, which was the only convenient bit from my experience. Thanks M2.

It took me about three months to finish the save file I started on the Advance Collection a ways back after I completed Harmony of Dissonance and it's toilet noises, and it's mindbogglingly to me to realize that it was around last Christmas that I replayed and finished Aria of Sorrow again on the same collection. It wasn't necessarily a skill issue, it was a thumb issue from the horrendous dash input, and my complete apathy to this game's entire philosophy of wanting to train me on it's solitaire system only for the battle arena to give me the middle finger, and take that same system away in the ultimate show of disrespectful inconvenience. It was optional, sure, but it's existence is more than enough to make me want to transition into a volcanic state. It was even more aggravating to find out that Konami apparently bumped the experience requirements up for the western releases, thus demanding me to update the list for all the times they fucked us in the ass. I needed a lot of Picross breaks, and apparently a detour to that Peach game I didn't care about.

It kinda goes without saying, but the thought of replaying this on original hardware with the bad GBA screen, no suspend save, or in-game overlay hints of what enemies are carrying cards is less appealing to me than taking an epilator to my ballsack. I'll give it a pity star for Dracula's final boss design, I guess. I guess.

Thus concludes armchair game designer session, if you enjoyed what you've read, please like, comment, subscribe, ring the dingaling, and maybe sing me a nice song.

I'm going to bed now. Goodnight.

hoooooonkmimimimimi.

+Nathan Graves dump truck ass
+Rakugakids reference
+Yo Camilla call me
+Proof of Blood

-Nathan Graves dump truck ass
-Sinking Old Sanctuary?! More like Stinking Old Sanctuary!
-Why is my hair not as nice as Hugh's
-Where's my burrito

This game has a lot of potential, but I feel like the initial concept works against it. It’s a bit more mean-spirited, where you kind of hope something horrible happens to everyone and it actually needs to in order to progress. It’s a concept that unfortunately rips away all of the scariness and hilarity that most people would probably be looking for. Aside from a well-timed spawn, there’s nothing to be afraid of. Unlike the other game that this one will be compared to until the end of time, there’s no chance of organic comedy coming from your friends who are avoiding danger rather than looking for it. The point here is to hope that something kills everyone and that the camera man isn’t dicking around somewhere else while it’s happening.

I played the game for about 2 hours and feel like I’ve already experienced everything it has to offer. The upgrades it sells you are mostly cosmetic and the amount of views you get per video seem completely arbitrary. You’ll have some rounds of gameplay where everyone dies in the first 5 seconds, leaving you with 60% of film left and others where barely anything happens at all. The environments don’t really give you that much to play with and there’s no reason to wander off because there’s only one camera. Every day ends with an awkward movie experience where everyone sits around looking at the unedited footage and maybe sometimes you’ll hear a light chuckle under someone’s breath. It’s nice that they offered it for free, but I probably won’t go back to this one until it gets some major updates.

As I mentioned in my review for the first Dragon Quest, I bought the mobile versions of the original Dragon Quest trilogy on a whim years ago. Last year I decided to finally finish the first game, and now I've chosen to finish its sequel this year. Dragon Quest II is a sequel that is surprisingly a vast improvement to its predecessor.

In terms of gameplay, its exactly the same as the first game, but considering that Dragon Quest is a series known for following tradition that is no surprise. This time however, you're not alone. You get two party members to assist you on your journey, the Prince of Cannock and the Princess of Moonbrooke. Having these party members is pretty much a necessity as the character you play as doesn't have magic this time and the latter parts of the game, especially the final boss would be much harder without them. The other noteble addition is the ability to sail across the land on your ship which has been included in every other game in the series onward. These additions come a long way in making the game feel fresh and interesting in comparison to the first game.

Dragon Quest II is a massive step forward, but there were some things I didn't like about it. My first issue is something that bothered me with the original as well, and that issue would be the random encounter rate. While I can understand why they were a thing in the RPGs of old, it gets really annoying getting spammed with encounters every two steps I make, especially when I'm lost or trying to traverse a new area. My other issue is that the game can be pretty cryptic at times when it comes to finding all the things you need to progress. I looked up guides significantly more this time than I did for DQ1 mostly just to find out where to go or where to find a certain item.

As for grinding in this game? Surprisingly, it wasn't too bad. Enemies drop reasonable amount of exp to where if you do need to grind, you won't need to for long. It's probably just an improvement they added in later versions they made, but considering that grinding seems to be a gripe that most people seem to have, I expected worse.

Dragon Quest II is in my opinion an underappreciated game that laid a lot of the groundwork for the rest of the series. It felt much more like an adventure in comparison to its predecessor. Considering how the original trilogy is on basically everything these days, I'd suggest either emulating or dropping a couple bucks on either the Switch or mobile versions. It may not be as good as the entries afterwards, but with the amount of improvements it makes its definitely worth a playthrough.

Fantastic game. It's a hallmark of video game design, incredibly satisfying to explore and uncover all of its labyrinthian secrets. Even though it's not really scary anymore, the game still delivers a tense experience through its mechanics of scarce ammo and health items. Death is always just around the corner.

I especially like the setting, first traversing through a destroyed city infested with zombies, walking past debris and raging fires before finally arriving at the infamous police station. You'll travel through more varied environments before reaching the game's satisfying conclusion.
It feels more grounded than the first Resident Evil with it's Rube Goldberg-machine like mansion and it's quirky death puzzles.

It's a short game that warrants multiple playthroughs to get the most out of it. Well worth the time and effort.

Faz 4 meses que eu quero falar desse jogo mas esperei para uma ocasião especial, hoje faço dois anos de Backloggd, dois anos da minha primeira análise que foi do Super Mario 64, além de ser meu aniversário e de que forma posso comemorar aqui? Falando de um dos Remakes mais especiais e únicos que já vi.

O jogo original é um dos JRPGs mais especiais da minha vida e ter um Remake/Continuação sempre foi um sonho gamer meu mas ao mesmo tempo eu achava que era impossível por conta da Square Enix ter os direitos de muitas coisas do jogo. Na Nintendo Direct de Junho do ano passado tive uma das maiores surpresas e alegrias com vídeo games, o Remake de Super Mario RPG foi anunciado, eu lembro que tive muitas coisas se passando na minha cabeça, infelizmente eu não podia me soltar naquela hora porque eu estava na escola mas dentro de mim era felicidade 2.

Mas afinal de contas o que achei do Remake? Simplesmente perfeito, meu nome ser "Geno123" não é atoa porque eu sempre fui fã do jogo original desde quando eu era pequeno e esse Remake me fez voltar aos tempos nostálgicos das minhas primeiras jogatinas.

A apresentação do jogo é incrível, os gráficos são muito bonitinhos e os cenários receberam um gigantesco upgrade, parecendo muito mais vivo que a versão de Super Nintendo e os personagens estão uma maravilha, é simplesmente do caralho ver Geno, Mallow e todos os outros personagens em HD finalmente temos renders e modelos oficias dele (eu achava que só teríamos fan made pra sempre), o jogo original é belo e o Remake respeita muito bem o legado, basicamente são os gráficos que eu sempre sonhei com o Remake do Super Mario RPG, mantendo a essência do original e ao mesmo tempo atualizando.

Se os gráficos estão incríveis a trilha sonora também e PUTA QUE PARIU que música boa, ela foi composta pela lendária Yoko Shimomura, simplesmente a compositora original também está no Remake e ouvir os novos arranjos das músicas é chorar de alegria, algo muito legal é que algumas músicas foram extendidas na duração, ficando um pouquinho maiores. Eu simplesmente amei TODAS as músicas, posso dizer que gostei mais da nova trilha sonora do que a original mas se você por algum fucking motivo não gostou pode escolher a trilha sonora original.

As minhas músicas favoritas são:
-Beware the Forest Mushrooms (óbvio né)
-Rose Town
-Hello, Happy Kingdom
-And My Name's Booster
-Battling Culex
-Todas as músicas de batalha do Smithy
-The Wishes from the Stars

Agora é possível escolher a dificuldade entre Fácil (chamado de Breeze Mode) ou Normal, é muito bom para uma pessoa que nunca jogou um RPG mas é uma pena que não existe um modo difícil, seria muito foda ter uma versão mais complicada porque pra quem joga a dificuldade Normal ainda é tranquilo especialmente se você já conhece o jogo original.

Algumas coisas também foram mudadas como você poder carregar 9999 moedas ao invés de 999, guardar mais itens no inventário, ter um indicador no mapa e etc, a princípio não parece ser grande coisa mas ajudou demais na qualidade de vida do jogo.

O sistema de batalha está bastante parecido com o original mas teve algumas alterações muito legais como Chain e Action Gauge. Chain é uma recompensa de usar os golpes cronometrados na hora certa assim aumentando seu Chain que consequentemente aumentará seu dano mas o Chain poderá ser quebrado se você fizer alguma burrada e terá que começar tudo de novo. Sobre o Action Gauge é basicamente é uma barra que podemos aumentar se usarmos os golpes cronometrados ou defender na hora, quando a barra é 100% preenchida poderemos usar um Toad Assist (se você está muito no começo do jogo) ou um Triple Move.

Toad Assist invoca um Toad que dará um item aleatório mas o Triple Move é muito foda, você terá que ter 3 membros na equipe e é um super ataque poderoso! A combinação da sua equipe também afetará o Triple Move já que cada trio possui um Triple Move diferente, felizmente eles não são quebrados mas dão uma boa ajuda se você estiver encrencado além do que você não pode usar sem saber direito porque têm chefes que podem resistir sem problemas por causa das resistências. A parte mais legal é ver as pequenas Cutscenes, são muito épicas!

E ainda falando das Cutscenes, elas estão presentes em alguns momentos bem específicos do jogo, como a introdução, o Mallow correndo atrás do Croco e etc. São bem legais e lindas de se ver, uma pena que elas não ocorrem com tanta frequência porque parece um filme de tão bonitas que são.

Outra novidade é o Pós Game, depois de completar o jogo você poderá enfrentar 7 chefes novamente porém eles estão muito mais poderosos e com novas estratégias, Além os personagens ganham novas armas, no geral apesar de serem poucas batalhas são bem únicas e diferentes do resto do jogo inteiro, especialmente a verdadeira batalha final contra o Culex 3D que é uma putaria, é difícil mas é épica ao mesmo tempo, com certeza uma das melhores batalhas ou se pá a melhor batalha da franquia Mario.

Existe uma nova feature chamada Lista de Monstros, é o bestiário do jogo com um total de 235 inimigos diferentes, é uma missão secundária bem legal se você quer fazer o 100% do jogo, basta usar o Mallow e o golpe Thought Peek na hora certa para ler a mente e os status dos inimigos. Cuidado que existem inimigos que só aparecem em uma parte extremamente específica e que nunca mais aparecem mas felizmente não é o fim do mundo porque você pode usar as Frog Coins para pegar esses inimigos que você não pegou.

Momento 🤓: alguns nomes de personagens foram trocados pra corrigir as cagadas do Ted Woolsey como o Neosquid que agora se chama Mouth (porque é pra ser só a boca do Exor mas por algum motivo colocaram um nome nada haver) ou para ficar parecido com a versão Japonesa como Frogfucius que virou Frog Sage (o nome japonês). Simplesmente injogável, -0/10.

As novidades mais importantes do Remake eu já falei, não é um Remake que adiciona tanta coisa nova assim, ele é bem fiel, eu estava esperando algo no nível Luigi como jogável mas não aconteceu, tudo bem porque só do Remake existir é um milagre divino.

A minha única crítica é que não tem tradução para Português do Brasil, faz 4 anos que a Nintendo voltou para o Brasil e infelizmente eles estão vacilando muito, é uma tristeza porque os poucos jogos traduzidos para português são muito bem feitos e um RPG que precisamos ler TEXTO seria ideal para esse jogo mas não, simplesmente não traduziram ele, é foda porque quem não sabe de inglês vai ter a experiência muito prejudicado. No mínimo do mínimo todos os jogos teriam que estar traduzidos, é obrigação dos caras e nem isso tão fazendo, por essas e outras coisas que a pirataria na Nintendo é tão forte porque a Nintendo não faz porra nenhuma mas enfim é assunto pra outro dia.

No fim das contas o Super Mario RPG remake é um jogo foda pra caralho, conseguiu superar o original pra mim mas é claro que o jogo de SNES ainda é excelente e recomendo muito ainda. Agora eu me pergunto se com o Remake teremos finalmente uma continuação e talvez o Geno no Smash, espero que sim. Ultimamente estamos recebendo uma boa dose de conteúdo dos RPGs do Mario, como o Super Mario RPG e o Remake do Thousand Year Door e seria incrível se os RPGs do Mario voltassem com força como nos velhos tempos.

I'm honestly not sure where to even begin with this game. There are so many things to love and so many problems at the same time. I haven't even really decided what the quality of the game is myself, yet I still ended up really loving it in the end. I guess I'll just go over every thing that did and didn't work for me.

Gameplay:

Final Fantasy XIII has one of the best combat systems I have ever played. It truly feels perfectly thought out and designed in every way. Battles control like your average turn based RPG, however there is no taking turns in this game. Your party as well as the enemies you fight have an action bar that charges over time, and you decide when and how to use that action bar. This is the best way in which I have ever seen an RPG make the player focus on timing that didn't feel a bit clunky; unlike some of the older FF games. On top of the amazing timing system, this game also introduces the stagger system, another one of the best RPG mechanics I have ever seen. Each character can switch between numerous different stances with different types of attacks. Some of these attacks focus on doing damage while others focus on charging the "stagger bar," Which significantly weakens the enemy and is often the only way to practically kill them. What all this means is that in every single battle, no matter what the enemy, having a real strategy is an absolute must. It makes it so that the game never feels slow or grindy as battles will always demand your full attention and be engaging at the same time. Additionally this game makes the excellent choice to replenish your health after every battle, meaning you never have to worry about resource management and can just focus on what's actually fun; the combat. The game also does an excellent job with its experience/level up system. Rather than there being actual levels, there is a crystarium that functions like a skill tree where you can choose what aspects of your character you actually want to upgrade. New sections of the crystarium with better upgrades are unlocked upon completing chapters, which prevents you from ever becoming too overleveled. This is just another factor forcing you to constantly use strategy in battles, and also actively discourages the player from grinding. All of these aspects combine to make probably my favorite RPG battle system ever.

Outside of the combat system, this game has one big, glaring problem that I'm a little bit conflicted on: it's linearity. It is a bit ridiculous just how linear this game is. Aside from one area, nearly every single level of this game is just a straight hallway where you walk directly to your objective and I understand why some people hate it, but here's the thing; I don't. I have to ask myself, does this game really need exploration? While it's true that the level design definitely could be a bit more interesting, it doesn't hurt this game too much. The most interesting part of this game is the fighting, and this linear level design ensures that the player is always guided to the exact area they should be in to fight enemies that are exactly the right strength for them. It also ensures that the story can be paced exactly how the developers intended, despite this game's story being a bit lacklustre in a few ways. The way I see it, the time you spend walking between battles is a bit of an intermission for you to observe the world around you and to connect everything in the game together, and that’s okay.

I think my one big issue with the gameplay and the reason that so many people have a problem with these levels and the lack of interactivity with the world is caused by the lack of mini games. Though the world looks stunning you almost never interact with it in any way aside from walking from enemy to enemy. There is exactly one minigame in chapter 2 of the game, and then you never see one ever again. It almost feels like there was a plan to include them that was just never executed for whatever reason. It’s not the end of the world, just a bit disappointing.

Story

This is by far Final Fantasy XIII’s biggest problem by a long shot. I’ll give it some credit in that the general concept of the world and its backstory is genuinely very cool, but it is executed and presented so bafflingly badly that I don't even know how Square thought it was acceptable to release in its current state. For starters, you are given no context on what many of the made up terms and nonsense story aspects are. Instead, you're expected to read an in-game dictionary to make sense of anything, however you'll often just have to read the game's wikipedia page. This game loves to tell you what happens in its story without actually showing it to you. What really doesn't help is that the dialogue in this game is some of the worst, most unnatural sounding I have ever heard. I have seen student films made by 10th graders developed on budgets of cardboard with better dialogue than this. The characters often barely feel like they're even talking to each other, instead just spouting random nonsense needed to progress the plot. There must have also been some sort of miscommunication between the writers, voice actors, and animators, because holy sometimes the editing for this game's cutscenes is actually so horrible. Characters will constantly cut each other off or have 2 voice lines play at the same time, and interrupt themselves constantly with their weird anime grunting. Each character is a fairly simple anime trope you've probably seen many times before and they are all pretty hard to relate to, which sucks cause the entire first 6 chapters of this game are dedicated to each character's arc, and none of them are good. Still, despite everything I just said, the characters (though bland) were consistent enough that by the end of the game I did find myself liking them and even rooting for them. Also, none of this story stuff would be nearly as big a deal if this game wasn't an RPG, one of the most story heavy genres in gaming. Even if you don't like the story, if you can look past it, the game is still playable.

Graphics

Graphically FF XIII is absolutely stunning. I have no idea how this was even released on PS3 because it looks better than many PS4 games I've played, and at a distance could even be mistaken for something that was released today. One advantage to this game's linear level design is that the developers can control exactly what you see and focus all their effort into making it absolutely beautiful. This game has so many interesting and incredible locations that would often make me take a small break from playing just to sit back and observe them. Interestingly the one area in this game that doesn't match the rest in terms of visual quality happens to be the one “open world” style area.

Music

I do not have too much to say about this aspect aside from the music being a little disappointing. Off the top of my head I can't exactly remember any of this game's music aside from one battle theme. I wouldn't care about this as much as I do if this were any series other than Final Fantasy, but as it is, I expected more.

Conclusion

I’ve definitely got a few more stray complaints and compliments I haven't mentioned in this review, but I feel I've properly conveyed my general feelings on this game. Despite being conflicted on many things I did enjoy Final Fantasy XIII quite a bit, and it might even be my favourite RPG in some aspects. If you're reading this wondering if you would enjoy the game or not, I really couldn't say. Some of the things that annoyed me about this game might be completely hated by someone else, or might be loved. I feel like this game felt really tailor made for me to enjoy in a lot of ways, so it really depends on your taste in games. Personally I definitely enjoyed it and will not be forgetting my time with it anytime soon.

THE DEVIL MAY CRY FRANCHISE IS A PSY-OP INTENDED TO DESTROY YAOI
BY MAKING TWO CHARACTERS NAMED DANTE AND VERGIL AND HAVING THEM BE BROTHERS, THEY HAVE OBFUSCATED THE FACT THAT THE DIVINE COMEDY VERSIONS OF DANTE AND VIRGIL (WHO AREN’T BROTHERS) HAVE THE POTENTIAL FOR THE GREATEST YAOI TO EVER EXIST
EVERY COPY OF THIS GAME BOUGHT IS LIKE TWENTY YAOI LIBRARY OF ALEXANDRIAS BEING BURNED
THE DEVIL MAY CRY FRANCHISE AND EVERY SPARDACEST SHIPPER MUST BE DESTROYED

It was a nice concept, however there are too many dialogues and game is overall slow. You have to finish many quests to unlock some items. I just wanted to get in the game and play it like a sandbox. However, that's on me, just like Kratos said: "Keep your expectations low boy, and you'll never be disappointed."
I might try the 2nd game tho

Finally got around to playing this. For some reason I played Portal 2 when it came out and just never got around to Portal Sr. Having prior knowledge of how to do the puzzles because of this made Portal 1 quite the breeze to get through and that’s really the only issue that I think it has.

It relies a lot more on environmental storytelling rather than any actual plot progression. It exists more just to set up the small world and act as a bit of a demo slice for its fun portally puzzle physics. The turrets are very silly and GLaDOS carries a lot of the runtime with sarcastic humor that kind of distracts you from how ominous the circumstances surrounding your character actually are.

It’s the kind of puzzle mechanics that itch your brain like giving scritches to your pet cat. Made me feel like I was both overthinking and also not thinking hard enough at the same time in some areas. There was one where I couldn’t figure it out immediately so I tried to loop myself between portals infinitely for fun, just to find out that that was the solution all along. So even while the rooms feel like you’re locked between padded walls, it really gives you just enough to play around with until you’re able to solve the problems. If anything I wished it was a bit longer or that the advanced puzzles were different levels. They’re really just the same maps just with harder obstacles like poop floors and more turrets.

Portal is Portal and Portal is very fun. I would say that Portal 2 is the better game, but that’s mainly because it’s just larger in scale, has co-op, and extends the universe created here. You have to start somewhere though and Portal 1 is the perfect sprout to a beautiful gigantic beanstalk.

This very much feels like a game where the idea came first and to be fair it's a fun idea, but the execution just isn't there. The mechanics are way too unclear and the progression is practically non existant as the items you can buy seem to just be for fun and don't seem to have any measurable effect on getting you more views. The film length is abysmally short and only having one camera available makes it absolutely pointless for your group to split up and explore.

I didn’t even know it was even possible to get combo-ed in Russian Roulette, but the Dragon Ball FighterZ shit the Dealer pulled on me proved VERY wrong. Seeing him with his crooked grin using the magnifying glass into cutting the shotgun’s barrel for the first time felt like being shot in real life.

Buckshot Roulette’s main story is pretty simple; on the first round you learn the most basic rules, and it’ll be the part where luck will have the easiest time to fuck you up, on the second you are given the items and the lenience and strategize with what they provide , and the third one is the final dance, in all the ways. Claim victory, and the bounty is yours, you’ll be done and free… But why not stay for another round?

The introduction of this nasty-ass setting is priceless, I for one love the rusty warehouse this is probably taking place in and bathrooms with the same amount of hygiene that those of my university, all while hearing the music of an unseen party at the very bottom, so far away yet so easy for its sounds to reach your ears. Then you immediately decide to point the gun to yourself, immediately get fucked, and from that moment onwards you know which type of game you are dealing with.

You don’t have much time on your hands, Buckshot Roulette knows very well that this particular little game of theirs can’t really go on for more than its worth, and so it makes the most out of its time. It takes a lil’ bit to take off, as I said the first round consists mostly on you, your ability to count a bit, the Dealer and the gun, so even tho our friend sitting by the table hasn’t entered insane mode yet, luck can really mess with you for a while and not letting you get into the real ‘’good stuff’’.

Die & Learning can only get you so far on here, with the introduction of items, it may not hit as much at the start how useful they just really are. Apart from the phone, which I found to be too unreliable and more of a waste of item slot than anything, every single drug or tool you can get your hands on works fine on their own, but together the options are insane. I only realized this after the Dealer made me wish I had smoked that cigarette, and from there on out is a tense, cathartic mind game, your opponent is not holding back anymore, and neither should you.

Perhaps I’m putting my heart through too much stress, but it’s worth for the rush that you feel in the final round, where it’s all or nothing, either after pulling off some insane-ass trick that works or when backed against the wall and without tricks, going for the gamble of the fucking century and it actually working, those moments are both hysterical and fulfilling as hell… tho… don-don’t go testing your luck unless you need it, i-it can go REAL wrong.

Winning that final bet on the first time and coming out alive on the double or nothing mode (and promptly getting the fuck out), that’s what’s fun, that’s what makes it worth, that’s what will make you keep coming back… true fun for all ages!

The core in here is excellent, it can really grab you beyond the normal mode and I’m really glad ‘’Double or Nothing’’ exists, but it still isn’t more than it is, a rush of adrenaline that lasts as long as it needs you, and welcomes you with open arms if you do decide to come back or stay for a little longer, and some of the achievements are a riot, so it also has that going for it!

When multiplayer gets released it’s gonna the funniest thing ever oh my god, if I already lost my shit wheezing against an AI opponent, with friends this is just gonna be straight up fucked up…

Welcome Back

I've heard people say portal fans are unfunny and the games ruined internet humour and yadda yadda yadda. But there are several points in which you mess around with white sticky liquid and I've heard zero jokes about that so good job guys

After rising from the ashes of a long and tumultuous development (which at one point had to start over from the ground up), DOOM 2016 managed to surprise just about everyone with how high quality its final release was. Part sequel, part soft reboot, the game does a phenomenal job at bringing the core appeal of the original games into the modern age, while still carving out an identity unique to itself. While it does lack some polish and refinement in certain areas, the game overall is an excellent, adrenaline-fueled first person shooter with immensely satisfying combat and a hellish heavy metal aesthetic that is 1000% My Shit™.

In the far future, the Union Aerospace Corporation, directed by the cyborg Dr. Samuel Hayden, has discovered a new form of energy known as Argent Energy, which comes directly from Hell itself. From their facility on Mars, the corporation creates portals and sends teams into Hell to farm this power source and use it to solve humanity’s energy crisis. During one of their expeditions to Hell, they also discover a sarcophagus containing the series’ protagonist, the DOOM Slayer, who is the DOOM Marine from the original games. After Hayden’s protege, Dr. Olivia Pierce, falls victim to the seduction of power promised by the demons that occupy Hell, she converts staff members of the UAC into a demon worshiping cult, and opens a portal to Hell that allows an army of demons to invade the facility, brutally decimating just about every staff member in the process. Hayden awakens the DOOM Marine as his failsafe measure, and attempts to guide his actions, but the DOOM Marine pays him no heed, and sets out to put a stop to the invasion by doing what he does best: visceral demon slaughter.

Just by playing the game, it’s clear that the team behind 2016 had a huge love for the DOOM franchise. Behind the scenes, they were committed to making sure that above all else: this game felt like DOOM. In fact, they even canceled an entire initial concept of the game that lifted a lot of elements from other first person shooters that were popular at the time of its initial development (specifically Call of Duty), simply because they didn’t feel like that direction was suited for DOOM. After going back to the drawing board and making a dramatic effort to embrace their roots, they managed to really nail their goal, as 2016 definitely captures the core appeal of the original DOOM games. All of the elements that make DOOM what it is are here: the playful “popcorn horror” tone, the huge arsenal of weapons, (almost) all of the different types of demons, the fast paced combat that requires you to manage all of the different resources your weapons use, and the heavy metal-inspired music and imagery. It’s all here, and it’s all unabashedly DOOM. There’s a phenomenal documentary from the YouTube channel Noclip called DOOM Resurrected, which features interviews from many key members of the team that worked on the game. The documentary gives great insight into their creative processes over the entire course of the game’s development, including a small look at the original “Call of DOOM” concept phase. I highly recommend giving this documentary a watch, as you can see the clear love and passion that went into making the game, and it’s an all-around delightful watch, especially if you really enjoyed 2016.

The gameplay of the original DOOM games is translated rather faithfully, though 2016 has some slightly different takes on certain gameplay elements. You’re still exploring environments, searching for keys and eviscerating demons. However, navigating levels is more straightforward in comparison to the original games. The level designs aren’t quite as maze-like, and while you do need to examine your environment and look for unconventional ways forward in order to progress at times, you’ll almost always have an objective marker you follow that will take you to your target destination. However, there are still plenty of secrets to find if you opt to ignore the objective marker and explore levels as thoroughly as you can, including various collectables and plenty of fun throwbacks to the original games. My only issue with exploration is that there will sometimes be areas where you will be required to platform, and falling into a bottomless pit will instantly kill you and cause a game over, forcing you to sit through a loading screen that’s just a bit too long for my liking. This is more of a nitpick in all honesty, but it’s enough of an annoyance that this was changed in 2016’s sequel, DOOM Eternal, where instead of instantly dying, you just respawn while losing a chunk of health.

Combat is where 2016 differs the most from the originals. Over the course of a level, you will be locked into arenas heavily reminiscent of the multiplayer maps from DOOM’s sister franchise: Quake. These arenas are where a majority of combat encounters are held. You’ll have to survive an onslaught of demons whenever you enter these arenas, taking them out one by one until you’ve ripped and torn your way through them all, after which the arenas will open up and you’ll be able to progress further into a level. I absolutely love these combat arenas, as well as 2016’s approach to combat in general. Being locked into an arena with all of the demons, each of which have their own strengths and weaknesses, creates combat encounters that force you to constantly stay mobile, frantically switching between your different weapons depending on the situation and the demons you’re fighting in order to stay alive. Standing in one place is the fastest way to get you killed in 2016. You need to constantly be moving throughout these arenas, or you will easily get overwhelmed and pummeled or blasted to death by a Hell Knight or Revenant. The combat arenas themselves are also fantastic. They’re designed in a way that makes it easy to learn, memorize, and traverse their layouts.

Another unique addition to combat are the glory kills, which are cinematic finishing moves you can perform on an enemy after doing enough damage to them. While I have seen some mixed responses towards these, I personally love them, and find them to be a big part of why I adore modern DOOM’s combat so much. You can perform a variety of different glory kills based on the position of yourself and the demons, so you’re generally seeing a decent variety of glory kills depending on the situation you’re in during combat. Being able to perform glory kills at all of these different angles really adds to the immersion of combat in a big way as well, as they prevent the flow of combat from being broken. Glory kills are also generally rather short, they rarely take more than a second to perform, keeping them from being particularly intrusive. Though, larger enemies do get longer and more dramatic glory kills, which makes it even more satisfying when you manage to perform one on them. For me, glory kills add such an immense level of satisfaction to combat. Performing one on a particularly stubborn enemy or towards the end of an especially difficult combat arena provides me with unheard of levels of dopamine.

DOOM Guy’s arsenal of weapons sees a rather large expansion in terms of their capabilities. You can tell that they were attempting to give each weapon in the game a dedicated purpose, but unfortunately the balancing of the weapons just doesn’t quite work out that way the farther you progress in the game. The Chainsaw has been changed so that instead of being a melee option, killing enemies with it will grant you additional ammo, at the cost of requiring fuel charges in order to use it. As long as you’re not burning your fuel, you’ll almost always have an opportunity to not only instantly remove an enemy from the battlefield, but replenish any ammo you spent as well. Since ammo management isn’t that big of a concern, once you get the Super Shotgun, the Rocket Launcher, the Gauss Cannon, and the BFG 9000, you’re pretty much set for the rest of the game, and your other weapons feel rather superfluous. The Super Shotgun in particular wound up being a little too overtuned in what I’m sure was an attempt to stay true to the strength of the original weapon in DOOM II: Hell on Earth. It has a wide spray, does a lot of damage and staggers enemies at closer ranges, making it the go-to weapon for almost every scenario. You could honestly get through the entire game with just the Super Shotgun and then using the Chainsaw on enemies to replenish your ammo for it, if you really wanted to.

There are also the new weapon modifiers, granting special abilities to your weapons, but these also are made redundant by the more powerful weapons in the game. This is my biggest issue with DOOM 2016. A lot of your weapons and their modifiers just feel like excess baggage by the halfway point of the game. They don’t serve too much of a purpose, nor do they feel especially satisfying to use. As a result, I find little reason to use pretty much half of your arsenal. Hell, I forgot this game even had throwable grenades until I replayed it, because you never need to use them for anything. Thankfully, DOOM Eternal goes above and beyond to address this issue, but I’ll definitely go into more detail regarding that once I review that game (and I gotta say, I’m hella looking forward to reviewing it).

There’s more of a focus on storytelling in comparison to the original games, in so much as there actually is an in-game narrative. iD’s approach to storytelling in 2016 is interesting. For the most part, it’s there if you want to experience it, but if not, you can ignore it and move on. However, there are still certain cutscenes and cinematic setpieces that you’re forced to experience and can’t really skip. If you are playing to experience the story as well as the gameplay, it’s no big deal, but I can’t imagine the folks that don’t care about the story are especially fond of these unskippable moments of the game. They also can make the game a bit of a pain to replay as a result as well. The story itself is one that suits DOOM. It’s not particularly detailed or complex. It’s simple, straightforward, and easy to digest. There is actually a lot more lore under the surface that’s explored in the game’s codex entries that’s an entertaining read if you take the time to look through them.

Since 2016 primarily takes place either on Mars or in Hell, you spend almost the entire game traversing through red or orange environments, and it can make the levels bleed together a bit in terms of their visual design. There are still elements that make these locations look distinct though, for example, the Mars facilities are a lot more science fiction inspired, whereas Hell more so resembles fantasy, with environments that look like they were ripped straight off of a Slayer album cover. The artstyle of the characters translates the old school designs of the DOOM Marine and the demons from the original games into a modern look very faithfully. The demons manage to look kinda scary, yet they still have that 90’s charm to them that keeps them from being super terrifying. I like the design of the new Praetor suit for the DOOM Marine as well. It’s not my favorite suit (I think Eternal’s blows it out of the water) but it’s not at all bad.

Mick Gordon’s soundtrack, which has received a lot of praise, is undeniably solid, but I don’t quite share the same enthusiasm for it as other people do. Despite Mick specializing in the genre, and despite the fact that heavy metal music has always been a core part of DOOM’s identity, in part three of the DOOM Resurrected documentary, Mick mentions that he was specifically told early on in development that the soundtrack should NOT be heavy metal focused. He only went back and started adding more heavy metal elements to the soundtrack after initial fan feedback. As a result, the soundtrack as a whole is mostly very atmospheric and electronic based, with a lot of extremely bass heavy synths with the occasional opera singing when in Hell. There are a couple of tracks that do utilize guitar, and in my opinion, these are the more standout songs of the soundtrack, specifically Mick’s rendition of At Doom’s Gate which plays as the level cleared theme, Rip and Tear, and of course, the iconic BFG Division, an anthem from this game that I honestly believe deserves to be held in the same regard as all of the other classic and memorable DOOM tracks. The soundtrack as a whole is great in the sense that it suits the environments that you explore very well, but it doesn’t have enough guitar for my tastes.

Revisiting DOOM 2016 for the first time in quite a few years was pretty fun. I’m not going to lie, I kind of really had to hold my tongue and keep myself from mentioning DOOM Eternal more than I already did throughout this entire review. All of the good things that 2016 does are improved upon tenfold in that game. As a matter of fact, Hugo Martin even at one point said during marketing for Eternal that once you play it, it’d be hard to go back to 2016, and in all honesty, he was right, but I digress. 2016 is still an accomplishment worthy of celebration. The team that worked on it went above and beyond their goal of translating the experience of the old DOOM games into something new and modern, while still retaining DOOM’s core identity. It’s exhilarating in all of the ways only a DOOM game can be.

It was a fun FarCry game after all those years. It still follows in the footsteps of FarCry 3/4 but it's better. The story was kinda lame and you have to buy New Dawn to continue the story, so that's a bad decision.
Graphics and optimization is top notch and gameplay is nice.
I started this game after seeing those 'release me' memes but it seems this is not that game. I am ashamed of myself.
All in all, worth playing.

Am I already so deeply engrossed and fascinated with the Alan Wake lore and plot to the point where I feel this game is sometimes treated a little too harshly by some people? Oh, absolutely. Despite initial expectations, I find myself wholeheartedly invested in Alan's journey and the expansive universe surrounding him. Don't get me wrong, this game isn't all that great, but there are still redeeming qualities within it.

While Alan Wake's American Nightmare offers a somewhat familiar gameplay experience, it tends to feel dull quite often. Despite some refinements, it still falls short, and despite the game's short length it tends to drag on longer than the original game did. However, what truly stands out once again is the unique plot and storytelling.

I understand not everyone might vibe with the story as much as the original, but after experiecing The Signal and The Writer, I actually really appreciate that this game delves more into the wackiness of Alan's mind and introduces us to Mr. Scratch. The dialog may venture into weird territory, but I believe this quirkiness adds to the game's undeniable charm.

I was born too late for the SEGA Dreamcast, but I was born just in time for the Nintendo GameCube, and one of my favorite games growing up was Sonic Adventure DX: Director’s Cut. I loved this game immensely growing up, and I played and replayed it over and over again, to the point where the disc wore out and stopped working. As the years went by, and I got older and came to play a wider variety of games, I eventually stopped enjoying Sonic games as much as I used to when I was little, to the point where nowadays I view the franchise with nostalgic indifference. It’s something that I definitely used to love and I might check in on occasionally, but it rarely occupies a space in my brain these days. Recently, those feelings of nostalgia took hold of me when I learned about how the DX version of Sonic Adventure was apparently a lot worse in comparison to the original. I read that it introduced new bugs and glitches, and it changed the game’s overall visual style for the worse. So, out of curiosity, and because I wanted to be reminded of old times, I decided to emulate the original Sonic Adventure to see how much better it actually was in comparison to the allegedly maligned DX version, and in all honesty, I don’t really think that DX is as much of a downgrade as I was led to believe. The game itself wasn’t as much of a fun nostalgia ride as I’d hoped it’d be, either.

Dr. Eggman has returned with a new plan for world domination, and this time he’s in command of a creature known as Chaos, a liquid monster who grows more powerful and changes shape after being fed the legendary Chaos Emeralds. Sonic and company all get involved with Eggman’s plot in some fashion, as they attempt to stop him from feeding Chaos all seven emeralds and wrecking untold havoc upon the world. You play as Sonic and five other characters, each with their own style of gameplay and personal narratives that occasionally crossover with one another.

I have to admit, reviewing this game is rather difficult for me. I played DX growing up so much that I know the game like the back of my hand. I’m used to the physics, I’m used to the boss fights, I know where I’m supposed to go and when, I can quote so many voice lines… basically I can play this game almost without thinking. There may be aspects of the game that I find easy that other people might struggle with. Sonic Adventure is a bit of a finicky game, and getting acclimated to how the game feels and controls may not come as naturally to others as it comes to me. Once you get used to it though, the whole game is very much a walk in the park. Each character shares the same core controls, but they also have their own abilities which make them unique.

Sonic’s campaign is by far the most fun in the game, and clearly where the most attention was given. His stages simply take the speed focused platforming approach of the 2D games and apply it to levels made in 3D. Sonic’s stages are often long and made up of multiple sections with a variety of different environments and music tracks for each section. Sonic for the most part feels pretty good to control, especially when you manage to get him going at higher speeds. The biggest problem that I have both with Sonic’s stages and with the game in general is easily the awful camera. The camera often acts like it has a mind of its own, and when Sonic or other characters go at high speeds, it often can’t keep up with them, or it’ll get stuck on level geometry, freak out, and prevent you from seeing where you’re going. The only times I ever died during my replay of this game was when these camera issues happened, and they happen most frequently when you’re going at high speeds through tunnels like in Sky Chase or Speed Highway. Sometimes to get the camera under control, you just gotta slow down and give it a second to catch up, which can be annoying, but it’s not the worst.

As mentioned, the rest of the cast all have their unique styles of gameplay, but for the most part, they all reuse various sections of Sonic’s stages. Some characters have sections of stages unique to them, and there is one stage (Hot Shelter) that Sonic doesn’t have that other characters do, but 95% of the other characters’ stages are reused or slightly edited sections of Sonic’s stages, and their gameplay for the most part isn’t different or interesting enough to really feel substantial. Playing as the other characters can feel rather repetitive and boring as a result.

Tails is easily the best example of this. His stages involve racing an AI-controlled Sonic through chopped up sections of Sonic’s stages. Tails can’t run as fast as Sonic, but he can fly, and there are these booster rings he can fly through that allow him to take shortcuts that Sonic can’t utilize himself. It’s never a challenge to outpace Sonic, and Sonic can sometimes get stuck on level geometry and not even advance forward at all until he rubber bands and teleports right next to you in order to catch up.

Knuckles’ stages have him searching for broken pieces of the Master Emerald. His ability to glide and climb walls allows him to explore stages in a way Sonic can’t, making the stages themselves a lot more open and exploration focused. His gameplay is different enough from Sonic’s that replaying stages isn’t really that big of a deal. His stages are my next favorite after Sonic’s.

Amy’s campaign is surprisingly fun. Amy has to flee from an invincible robot called Zero, which chases her across all of her stages. Amy’s on the slower side, but she has her own special movement abilities and attacks she can perform with her Piko Piko Hammer to make up for it. She also has the most unique content compared to the other playable characters that aren’t Sonic, as she has sections of Sonic’s stages that he doesn’t get to experience himself, such as the fun house in Twinkle Park. My only complaint is that she has the least amount of stages in the game (three in total).

Then there’s Big’s campaign… Big has always been rather infamous when it comes to discussions surrounding this game. As opposed to every other character’s gameplay, which is generally focused on exciting action, or high speed setpieces, Big the Cat’s gameplay involves fishing for his pet frog named Froggy. There are pools of water in stages that are occupied by Froggy as well as other fish, and you have to catch Froggy in order to clear Big’s stages. I think it’s pretty understandable why people don’t care for Big’s campaign. His gameplay is so different from everyone else’s, and if you want to complete the story, you have no choice but to do them. The fishing itself isn’t especially fun either, and it can be confusing because the game itself doesn’t really explain how fishing works. I remember being so frustrated and angry with Big’s levels as a kid because I didn’t know what I was supposed to do, and didn’t realize that you needed to flick the control stick down whenever Froggy bites onto the lure in order to actually hook him onto it so that you can start reeling him in. To the game’s credit, fishing is explained in the game’s instruction booklet (both this version and DX’s), so it’s a bit hard to blame it for not telling you what you’re supposed to do. That doesn’t change the fact that the fishing itself is still not particularly engaging. At the very least, it’s not difficult at all once you figure out how it works.

Finally, there’s E-102 Gamma’s campaign. Gamma is a robot built to serve Dr. Eggman. His stages involve running and gunning, blasting enemies and obstacles and defeating a boss at the end of each stage. I don’t really know how else to describe Gamma’s stages other than braindead. That might sound a bit harsh, but I genuinely can’t think of any other way to put it. You hold down the action button to target obstacles, wait to target as many as you can, and then Gamma will fire auto-homing shots to destroy targets. It’s also hilariously easy to just stun lock all of the bosses at the end of Gamma’s stages and keep them from fighting back at all.

The story, much like the gameplay, is ambitious, and I do actually think it’s executed well enough. However, the horrible dialogue and the stilted 90’s voice acting can really knock the wind out of its sails. It’s charming enough to find it funny, but very much in a “so bad it’s good” kinda way. Eggman’s voice actor is an exception though. Deem Reginald Bristow actually kills it with his performance. It’s really lively compared to every other character in the game, and he sounds like he’s honestly having a lot of fun with the role, as opposed to everyone else, who just sounds like they’re phoning it in.

By far the best part about this game is its soundtrack. God, to this day nothing really hits me like this game’s soundtrack. It’s honestly pretty damn close to perfect. Each track just adds so much to the immersion of each stage, while also being immensely groovy or electrifying songs on their own. Some of my favorite tracks include Run Through the Speed Highway, Red Hot Skull, and Pleasure Castle, but in all honesty, pretty much every single song is a banger, and aside from maybe some of the vocal tracks, it’s really difficult to find a song that isn’t great in this game.

As for how this compares to the DX version, I think that visually, environments look a lot more appealing in comparison. The textures in the Dreamcast version are a lot more colorful, and places like the Mystic Ruins look far more lush and appealing. Other than that though, I’ll be honest: I don’t think that this version has much else that makes it worth playing over DX. For the sake of making a good faith comparison, I did play through a chunk of Sonic’s levels really quickly in DX to see if I could run into any obvious bugs or glitches, but I didn’t encounter anything, and I don’t ever recall running into any particularly notable glitches in the DX version during the several playthroughs of it when I was a kid. If anything, I feel like I still prefer DX a bit more because it has a free camera option you can turn on during stages, which is a huge blessing since the auto camera is so terrible. You can also skip cutscenes in DX which is super convenient. I feel like the glitches and bugs of DX are overblown, it seems like you really gotta go out of your way to experience them. You could argue that since I didn’t play DX from beginning to end that I’m not making a fair comparison, and y’know what, I won’t argue with you. I just really don’t have it in me to play this game from front to back a second time.

It’s clear that there was a lot of passion and ambition that went into Sonic Adventure and I have nothing but respect for that. I feel like this is one of the most experimental games I’ve ever played, especially for its time. It’s just that not all of its ideas pan out very well, and it causes the game to feel bloated and boring at times. Sonic Adventure, no matter which version I play, is always going to be a big source of nostalgia for me, and I’ll definitely treasure those memories I had of playing the game as a kid. But it’s impossible to deny how rough and flawed the game truly is.


Who doesn't love Hatsune Miku?

As opposed to other characters, Miku can't dig on her own and is confined to using an unique weapon - her signature leek, which allows her to dash through enemies and break walls behind them. This dashing mechanic can be very powerful if used properly, as Miku can also move diagonally and each consecutive hit in a chain deals more damage than the previous one, but if you're not careful enough it can also make you end up in the middle of a bunch of enemies! Furthermore, she is balanced by taking damage on missed beats (similar to Aria), this definitely punishes you good enough for mashing while being swarmed (and I'm speaking from experience). Something else that's really cool in my opinion is how Miku's outfits change depending on the equipped armor, as she never actually wears armor and her dress just changes accordingly! She's also just a fun character to play overall, even if she has a bit of a learning curve because of her gimmick.

The DLC also adds 15 new songs to the game, 13 of those are already existing songs like Ten Thousand Stars, but there's also 2 new compositions, Too Real and My One and Oni. For the most part, I believe the chosen songs are a great fit and are a lot of fun to play, even if the BPM of some take a while to get used to - especially the fast pace of Can't Make A Song took some adjustment time.

This collab is a great gateway for anyone interested in Necrodancer and an easy recommendation for Miku fans in general!

I only found out this game existed a couple of years ago as my interest in the Sakura Wars franchise grew thanks to work by fans on patches bringing them over to the West in English for the first time. Sakura Wars: Go Forth Young Cadet! as translated is kind of an interesting game. It seems to be set during the latter half of the first Sakura Wars game (1996) and to be honest I feel that playing that first is a necessary perquisite to play this. Knowing the characters makes a huge difference.

You play the role of a young unnamed candidate with high spirit power scouted by Vice Commander Ayame Fujieda of the Imperial Assault Troupe. If successfully chosen you are invited to a month long trial with the troupe to see how you perform. The premise is kind of...odd to be honest. This is never mentioned in any form to my knowledge anywhere else (so probably isn't regarded as cannon?) and recruiting someone off the street for only 30 days to teach them everything about a top secret military unit hidden in the heart of Tokyo with no intention of keeping them permanently? It seems a little tactically unsound.

Regardless the premise sets up for a clean slate to meet the girls from the unit and spend time with them either training or just socially. The cadet has several attributes to manage over the 30 days. Stamina, Intellect, Spirit Power, Guts, Agility and Accuracy. You can spend time training up to twice a day to improve these at the cost of stamina or skip a training session to recover your stamina by having a nap (as apparently sleeping over night doesn't do that?). At the end of the 30 days you are given a rank based on your performance. I got rated as an Usher though the description made that sound like a positive thing at least.

The morning training sessions are mapped out for you over the course of a week training with Sakura, Sumire, Kanna, Iris, Kohran, or Maria. Each character builds up a different stat and you can choose who to train with in the afternoons if you want to specialise further. At the end of each week you have a mock battle in one of the Koubu mechs. It's a turn based affair with which Koubu you choose being directed by the stats you've built or relationships you want to increase further.

This is where the game comes across as a little odd again because it takes the almost dating sim / visual novel elements of the main game with talking with the girls in-between training. You select dialogue options on how to respond resulting in neutral, positive or negative retorts. At times it's a bit flirty but will never go anywhere due to set ups from the original game. The girls are spread all over the theatre you all work from in the morning, noon and evening though there is no way to tell who they are until you begin the conversation. If you build up a good enough relationship with a character you will get extra scenes and endings with them. I focused on Sakura to see most of hers. Some conversations will give you minigames to play like shooting targets or hitting wood blocks with swords as the most interactive part of the whole game. Some conversations will also lead to instant game overs which was irritating. In my case on my recent run I ended up with some permanent damage from a situation I couldn't get rid of and there is no way in most cases of knowing a possible outcome. In that conversation it was instant game over or permanent stat damage as my two options having rewound on emulation to see.

I really dislike the trial and error nature of the visual novel having such frustrating effects with no way of knowing and it's not that frequent that it's possible to play through without even knowing they are there. So when it does happen it's like a bolt out of nowhere. Whilst it is designed to have multiple play throughs to see all events (Someone trying the worst possible run without game overs amuses me) in it's short play length. Having the character icons on the map hidden at a cost of 5000 points per girl when a single playthrough only earns you 2000 is one hell of a grind. (Though this game also had an extra peripheral of a modified Tamagotchi called pocket Sakura that worked as a pedometer to gain points for the shop when connected to your gameboy) You can also buy music, voice clips and bromide pictures of the girls from the shop for these points too.

This brings me to my last point and the most impressive is the production values. Maybe because it's more visual novel than game but Sakura Wars on the Gameboy colour looks and sounds phenomenal for the system. The character sprites, art design and backgrounds are so far of anything else I've seen on the system. They really did manage to bring the game to a portable without losing the aesthetic that makes this series what it is. the music transitions amazingly well too. The theme title is instantly recognisable albeit without the singing. Other Tracks from the original game transition just as well.

So an odd game in some ways but I must admit despite that I kind of like it? It's technically extremely impressive and getting to spend more time with the Sakura Wars cast on a platform I didn't think was capable of capturing the essence was a pleasant surprise. I hope Sakura Taisen GB2 gets translated at some point in the future as I understand that is more of a dungeon crawler so would be interested to know how it fares.

+ Amazing visuals and music considering the platform limitations.
+ Getting to spend more time with the Sakura Wars cast is great for fans.
+ Lots of replayability and things to unlock.

- Some instant game overs just aren't fun.
- The unlockable extras to navigate the game easier are way too expensive.
- Game's story premise seems slightly out of place in the grand scheme of things.

I will be upfront here and admit that my initial impression of Magic Pengel was underwhelming. The first couple of hours felt extremely plodding, thanks to the opening glut of story cutscenes with awkward voice acting, the lack of part variety to attach to your Doodles (your drawable monsters for battle), and the initial grind for more colors necessary to both draw and further develop your Doodles. This initial grind can be a nightmare because a lot of the fightable villagers will easily outclass you in terms of sheer stats and stall you out by using Charge every other turn to heal off more damage than you can inflict, so you’ll end up wasting your arena time if you happen to challenge a super tough villager since there’s also no way to forfeit a match. It also doesn’t help that there’s a half minute loading screen every time you need to move to a new area in the overworld, so you’ll end up sitting through over a minute of loading screens moving between the two main arenas alone since there’s no fast travel and you’ll have to pass through the market every time. Not a great start for a seemingly great premise!

Get past this initial roadblock by winning a few arena matches and gaining enough resources to thoroughly flesh out your Doodles with better stats, however, and the game starts to find its footing. Combat is almost entirely turn-based rock-paper-scissors (magic trumps attack, attack trumps block, block trumps magic) with some degree of mind games. This fortunately does get a bit more complex later on; landing magic spells can inflict status effects such as paralysis and sleep upon foes, as well as temporarily lock or punish types of attacks depending on the spell used. This essentially adds another layer to the mind games, aside from the aforementioned Charge for healing/powering-up the next attack/resetting neutral; thus, combat isn't just mindlessly following the advantage triangle specified above. In addition, the colors and parts used (i.e. adding limbs, wings, a held weapon, etc) drastically change both your stat and skill distribution (explained in more detail here and here ), and since your drawing capabilities and max capacity are increased with each arena win, you’ll likely be redrawing your Doodles all the time anyways to keep up with the tougher fights while tinkering with new and expanded loadouts. Simultaneously, it becomes a lot easier to farm resources since your Doodles will finally have enough attack power to deal more damage than opponents can heal off with Charge, and you’ll earn significantly more of each color (a few thousand as opposed to a few hundred in the early game) upon victories. While Magic Pengel’s combat never reaches the depth of similar monster battling systems such as Pokemon, I nevertheless found it easy enough to get into the rhythm of the progression loop once I got past the opening grind, and it served as a solid podcast game that vaguely reminded me of my days laddering on Pokemon Showdown.

A word of warning though: as much fun as it is sketching crude creatures with your Pengel and watching your crayon abominations destroy developer-drawn Doodles with much more effort put into sketching, that is unfortunately just about all that this game has to offer. Magic Pengel’s narrative touches upon some interesting lore and story beats concerning both the world of color and the supporting cast (such as your friend Zoe’s connection with her missing foster father, a renowned Doodler that once worked for the king), but the game never goes into too much detail with its sparse storytelling, and it ends on a bit of a cliffhanger as your friends decide to set off on another adventure. While you can sell spare colors for gold gems, there’s not much to purchase from shopkeepers; you can buy a few brushes to further adjust your line thickness, but the only other items on offer are Doodles, and there’s no point in buying those when you’ll get far more utility out of drawing your own (especially because you can’t delete any part of a Doodle drawn by an NPC). Finally, the game is a bit lacking in post-game content. The only unlocked features are a new arena where you can engage in 1 v 3 or 2 v 3 fights for higher rewards, as well as a hidden boss that can be fought if you somehow grind one million gold gems. As such, I have to concede that a lot of the Magic Pengel’s surrounding elements could have used some more time in the oven.

Ultimately, I prefer the game’s spiritual successor Graffiti Kingdom for its more succinct runtime and expanded drawing utensils. Even so, I mostly enjoyed my time with Magic Pengel (the quaint charm and artstyle admittingly a big reason why), and I’d say it’s worth checking out if you want a taste of one of more creative monster collecting/creating games out there. I think Taito had something really special on their hands with this formula, and it’s a shame we’ll never see a game in this vein from them again.

played this in class one time and people kept drawing dicks so the teacher made us all sit in silence