Reviews from

in the past


"This is a shelter. There's nothing to steal. Get out." and he did! - A secret dialogue when Aunt May talks to a promising Brooklyn Kid from 2018's Marvel’s Spider-Man.

This conversation is incredibly important and details how strong May’s willpower is to face off a major villain all by her lonesome. And her nephew Peter Parker AKA Spider-Man also inherits the strong willpower to face off dangerous adversaries. And the sequel is no different giving off the same phenomenal faceoffs, secret dialogue, and payoffs. Speaking of face-offs. The Spider-Men will struggle against new foes on the hunt with a different flair from the earlier. Like noticing sand in the air… Hmm… Strange… Guess the forecast for the day is sandy, with little chance of rain. A pity. Still what remains from the foreboding skies is a bolder game from the previous installment with new developments and reaching higher wings alongside venomous tidings. And yet a question arises whenever any game receives a sequel and follow-up. Is it better? And 2020’s Marvel's Spider-Man: Miles Morales? The short answer is yes. And the long answer is a bit complicated to call this almost everything I wish for.

Before I start I have to say I’m no expert regarding how sequels do a stronger job than the predecessor. In my eyes the next entry has to meet certain criteria to call itself worthy. I won’t bore you with the exact standards because sequel principles vary for every other individual and everyone has their own values on which they can base. To put it simply and succinctly I’ll say if any of ‘X’ improves that the earlier entry didn’t. Then that should be enough. I’ll attempt to condense my thoughts as to why Marvel's Spider-Man 2(MSM2) exceeded my expectations to the point I think it is a spectacular must-play for those who enjoyed the first and follow-up game. Without any spoilers. I’ll try to vaguely reference without hinting at anything concrete. If I fail to do so, you have my permission to send me to the dark dimension. First, the story. Moving past the sinister plot in the beginning and set up with Morales in the follow-up. Two strives to enrich the player in becoming not just Spider-Man within the game, but the man behind the mask. A focus on Peter Parker's desire to become a better person while Miles struggles to become a better Spider-Man. It features new villains kraving for a final hunt, a return of a scaly foe, and one para-. Man New York City can’t catch a break huh? Gotta stay positive and not negative with the webhead's rogue gallery eh?

Gameplay is a solid step up from eating decent pizza from before. Now we're having quality dishes served for NYC’s finest without a certain J. Jonah Jameson(JJJ) harping on our heels. Same but with improved combat and traversal mechanics. The former received new abilities to utilize like spider arms reminiscent of Parker's greatest enemy. Switching between the older and wiser web dude to a Brooklyn kid. So, you can’t go wrong playing as either a mentor or a fresh dude on the block to help the innocent. Morales has youthful, vibrant enthusiasm for taking on his new role from his debut and MSM2 demonstrates a wonderful way of how he is coming to terms with helping beyond Harlem for close to a year since his debut. As you progress further you can unlock new abilities once you accrue enough experience, allocating tokens for new suits and gadgets. These help instrumentally and leave a nice way to keep the gameplay fun factor fresh and exciting. Costumes allow you to customize each protagonist's looks with favorites like Cat Bodega and Scarlet + 2099 suits with classic into and across the spider-verse outfits. Honestly, there’s plenty to unlock to suit your needs heh. Gadgets return, a tad bit simplified from the many weaponry you could utilize, but it's not a downside since you have new abilities to utilize. Both arachnids have their skill trees with a shared linked tree to take advantage of new combat moves on foolish baddies. Super cool. The latter concerning traversal introduces a new form of travel in the form of webwings. And I kid you not, I felt like I was transported back in my childhood playing Spyro once again except taking inspiration from the guiding wind mechanic from Ghost of Tsushima in the form of wind tunnels to guide and accelerate our web slingers across blocks and tall skyscrapers. The new addition is very satisfying to a degree I find myself forgoing fast traveling multiple times to woop in delight as I soar to the skies and keep my arms by my sides to keep my speed in tip-top form. Ah, magnificent. Man if Vulture or Shocker were here, I bet we could fly circles around them.

Side activities (including city-wide collectibles) are a remarkable improvement. In the past I had mixed feelings about them as a whole since there were some activities worth completing to become a taskmaster with some caveats. In the 2020 game, they for the most part improved on the side content a vast deal. Here they’ve taken a sensational upgrade, with minor blemishes I’ll discuss later. Without going into too much detail to prevent spoilers. Mysteriums, photo ops, M. memories, Flame, FNSM App, prowler, EMF experiments, cultural museum, Brooklyn visions, and hunter blinds/bases are satisfying to complete in my honest opinion. To give a brief praise why: Mysteriums offers both a visual treat and somewhat of an extension from 2019’s Far From Home film concerning a mysterious baddie. Taking on handicap challenges to defeat within each location. Photo ops return. You gain cool NYC lore from Pete’s old Daily Bugle coworker Robbie Robertson. M. Memories, offers a melancholy monologue from the man who has sand, offering the big question of why he’s here and what he was doing. Moving on, The Flame quests is a nice departure from the pleasant vibe of the city, detailing a very serious tone and atmosphere bringing a familiar companion back to spice up moments. Love the companion of which I wont to say the name, but I’ll keep it as a surprise. The development the individual undergoes with Parker is a must-see and offers a tantalizing tease of a possible DLC. Anyway, the friendly neighborhood Spider-Man app returns taking cues from 2020’s excellent side-content to help the troubled New Yorkers in the Big Apple is without a doubt spectacularly strong. They’re not the most fleshed out, not visually stunning nor are they dropping maximum compelling narratives with eyes glued to the screen nor do they offer awesome scenes with the funnest gameplay inside. Instead, what is here is simply helping your everyday citizens. And while others might see this as “meh not worth it then!” I assure you if I were to rank all the optional content. This would easily be at the top. Two requests in particular brought home an excellent display of the man behind the mask to help the people in need. Howard and the Grandpa's request demonstrate the little things of simply talking with a person in need resulting in I would say superbly profound dialogue I witnessed. I want to say so much more here and why I appreciate these two requests in particular but I’ll refrain. Suffice it to say, please complete them. The other quests from the app are also beneficial to do to a lesser extent displaying humorous & serious content.

Prowler stashes. A banger job to showcase more conversations between Miles and his uncle. Very nice re-connecting filled with bonds, love, redemption, and greater insight into the brotherhood between Miles' father and his brother. Excellent addition from the 2020 follow-up. EMF experiments, please forgive me for not saying the acronym, but again a pleasant surprise for when you learn-ingame. This features creative tasks to do in a similar vein to the research stations in the first installment. Here were charged with healing the world. Using methods to help citizens via finding alternative sources of food, preventing pollution, and providing new means to make the world a better place. Much like how Pete and Doc did with their start-up. Terrific to do featuring different tasks like blasting wasps, testing out a new bike, and more. Man, I couldn’t get enough of these. Cultural Museum surprised me considerably in enriching the player on notable African-American idols while intertwining an investigation spearheaded by none other than Miles and his mom. Finding clues as to who would try to steal priceless artifacts related to music. Nice to see them not just for culture learning, but bonding with his mom. Brooklyn Visions is a series of simple, yet creative tasks on Miles' high school to help his fellow students. Sneaky Insomniac pulling inspiration from Talos Principle puzzles, a rescue, a very heartwarming quest to help a student help facilitate a proposal for homecoming, etc. Lastly, Hunter blind/bases offer a classic clearing out hideouts, but I felt they’re more reduced in quantity and far less in numbers which is a smashing plus in my books because the previous game featured them too much imo. You also get a nice slice of lore background upon completing them. So worth it to complete. And it is cool to flex out new powers to test on foolish goons who still think once again they have a chance at defeating the spider-bros. Seriously, these guys never learn…

Speaking of learning, the devs learned quite a lot since their debut with the webslinger back then. I am over the moon to say there are plenty of interactions of the men behind the mask to show, don’t tell. And this is huge because at the core of the wall-crawler is a man who continues to struggle to manage his personal and hero life. His relationships with Mary Jane Watson and Harry Osborn, two lifelong buddies, are instrumental in giving him the push and nudges he needs to support him and vice-versa. I witnessed endearing flashbacks back in high school, I spent a well-earned break with my loveable comrades in an amusement park. Taking the time to wisely, but gently push Miles to remember his college application. And partake in an old memory with none other than JJJ. These memories are vital to Pete’s mental health and maintaining a healthy balance. It is something that was touched upon earlier, but I felt it coming more into fruition here to a high degree. This coupled with interesting gameplay sequences like finer stealth sections and not drawn out added a stronger tie to the plot while delicately embracing bonds, friendship, brotherhood, and even love. Magnificent to witness and playthrough.

Also, I can’t believe I’m saying this, but I like JJJ’s podcast. Shocker I know. I didn’t before since dude continues to be a douchebag. But the sheer amount of mental gymnastics the man has to go through to tear apart the Web menace/s is quite frankly amusing to hear. More so to listen to how he included Miles in the equation with Spider-Men. But I have to give props to him. Due to one segment in the game, which made me go “Huh I didn’t think of him that way before.” A layer was peeled off upon completing the segment and in a way brought a shaky new light to him. So here’s to you Jonah I’m giving you the praise for doing that. Although, I can never forgive you for smearing Pete’s name over the years… manchild never quits having a hate mode for all things web-like.

Before I forget I have to confess on coming into this game doubting how much Miles will contribute and I’m glad to report how wrong I was to think of that. There are plenty of main story and optional quests to undertake which do a sizzling job of contextualizing the kid becoming a man, and transitioning his life from high school to college all while maintaining healthy relationships with family. Despite hurdles along the way, he manages to help his mentor in becoming a reliable partner. Shows no fear in telling the truth and admits when he’s wrong to become a better person. Struggles internally with understandably traumatic episodes with unresolved emotions toward someone I shall not name. But here, we see so much relatability emerge and how the human element of Miles shines brightly among the darkness. And most of all he’s not alone, others think highly of him and support him when he needs it. Like Hailey. There is a wholesome segment regarding her which made me reminiscent of Jet Set Radio Future oddly enough. Pretty rad.

Before I move on, I must talk about the fantastic accessible settings the game features. QTE autocomplete, puzzle/explicit hints with skipping, chase assist, dodge/parry timing increased, swing/parkour mode, tricks mode, and turning off visual effects like motion blur and depth of field is an absolute godsend. I kid you not I abused these settings without an inch of shame so much so it increased my enjoyment of every aspect of the game to the nth degree. No more failing chases, no more head-scratching puzzles! There are loads of different and varied ones you can complete so it feels good to try and solve them before resorting to the skip option. Moving on, forgiving dodge/parry mechanic, auto web-slinging, and turning off unneeded visual effects help so much in making the hero’s life easier. Don’t get me started on the quick-time events. I love watching the cutscenes uninterrupted without the requirement to press a button. I get it if others like that, but for me, I prefer a smooth scene to watch, soak in the dialogue, and take a breather from intense action sequences. At least it's not Hideo Kojima long cutscenes to movie length here… Despite the fact, that I love long cutscenes heh.

As much as I love the game. I did have some mixed feelings. Not a positive or a negative, but for the sake of transparency I’ll note them below, since I think these elements could’ve been improved, cut, or redone. Let's start with the big one.

Two villains needed more screen time and development which was another case I talked about previously for the 2018 game. And while I didn’t make a review(yet) of Miles Morales I completed the game twice to get a feel of them. From what I could ascertain, the 2018, 2020, and 2023 arachnid games share similar problems with not enough focus on antagonists/s which I won’t name. Twist the knife deeper and attack one of either spider’s family/friends, more depth to the bad guys, more missions. Additional screen time and development. Etc. While MSM2 improves tremendously in doing something for past foes. An element I liked to see. Nonetheless, I was hungry for everything above on my suggestions regarding the two. However, I think the devs do a good job of fleshing out enough of the rest you’ll come across later.

MJ stealth missions are back and while I was dreading their possible resurgence, I have to admit it does improve a bit from the original formula. Thankfully not dragging out too much while giving her enough new tools to help. Their frequency of coming back to these sections is enormously lessened too. Granted I believe they could’ve forgone with some of this or implemented other changes than a back to the old rinse and repeat method. The director sure ain't caring a whole lot it looks like, which I think speaks volumes about her stealth sections. So perhaps it’ll change in a possible third entry? Though considering his words I heavily doubt it. Would love to be wrong though.

Several activities needed major improvement. Such as Spider-Bots return in certain parts of the game and as a collectible to collect which I love, but this time I'll discuss strange spider-bots in random parts of NYC to capture. I find it mega lacking since both web dudes will say a brief comment and a very short note in the collections menu. Felt this could be improved like how finding backpacks included a nugget of lore for past Spidey villains. They could’ve added a recording from where the bots originated to confuse Parker and Morales on why the information being extracted feels so unfamiliar and familiar. Nonetheless, the reward for collecting all of them is such a tease for fans. So I recommend it despite my thoughts on it. Furthermore, one optional activity is rinse and repeat following a drone. With barely any payoff in the end. Nice to know the outcome, but I think this could’ve been constructed differently to make the gameplay more engaging. Thankfully there is a button you can press in the menu to skip the activity altogether, yet this is merely a band-aid instead of a proper solution. The [redacted] nests are pretty repetitive time-limit challenges to complete by preventing enemies from destroying a device to destroy said nests. An easy alternative would’ve been to include more lore/worldbuilding here or replace it by having our heroes rescue our allies. Granted I will give credit for making it a cleanup task to do.

Finally, there is a stretch of the game I won’t pinpoint while excellent in its execution I think the section needed more time fleshing out. At least two to five plus hours more to let the events that occur settle in and explore more complicated nuances in what happens in friendships/family. This ties into the [redacted] nests from earlier along with more missions to showcase devastation, further ramifications of a character's actions, and worthwhile optional content related to it. Why not a side mission to save some close friends? Family? Heck, even JJJ. Introduce new enemies taking advantage of the city and criminal team-ups. I had heavy nostalgia despite the fact I’ve barely played any Spider-Man games. And there’s one in particular this game takes large inspiration among other things like the films.

One silver lining to all these mixed feelings I have that it doesn’t impact my overall experience too much. The full package of controlling either Spider-Men and living their private life is as gratifying as it is to see their hero life continue among troubled times. Which reminds me of one quote that the dev’s continue to hit time and time again to marvelous effect. “-nothing ever turns out 100 percent OK; he's got a lot of problems, and he does things wrong, and I can relate to that.” From a Stan Lee interview with the Chicago Tribune. We see constant internal and external forces continuing to batter our strong-willed protagonists to the point I was left on the edge of my seat at times. Saw them during their darkest moments. Leaving me filled with dread and anxiety. Yet despite these tumultuous emotions. There is careful thought, precision and passion in crafting original new material while taking great cues from classic sources we know like Raimi’s Spider-Man 3. among certain liberties with one of their IPs to excellent effect. Making MSM2 almost like a careful love letter without treading on familiar material to utilize. Embracing realistic and surprising scenarios sending my eyebrows nearly to the top of my hairline and my eyeballs close to expelling from my sockets. So you could say I was pretty impressed by how far Insomniac continues to twist the narrative to make it both compelling and impactful to newcomers/ veterans well used to spidey lore. And boy oh boy are we in for one hell of a ride with a spectacular duo. If this is how much Insomniac upgraded after several years, I can only shudder at how much a third possible entry would reach in the future.

8.5/10

Additional Material:
Why Miles is the MVP - Major spoilers to endgame, good focus on Miles parts.
Villains and %^&$ - Same warning as above, related to what I discussed early on villains doing something
Black Suit $%^* - Same warning as above - Related to my last point in mixed feelings
Discourse on Peter and Miles - Same warning as above - I’m hesitant to link this since I think its kinda controversial in the fandom, but I think its good food for thought. Regardless, I agree with OP.
Marvel Spider-Man 2 & Raimi’s Spider-Man 3 scenes compilation - Same warning as above. Related to my point on Raimi above. I love it.
MJ in Spider-Man 1 vs. Spider-Man 2- minor spoilers, but meme sums up her performance to a T.
If this Be My Destiny - Fascinating look on early Spidey and one of his most defining traits.
My spoiler thoughts throughout the game up to the post-credit scene - same warning as above
Spider-Man’s Marriage- Not related to MSM2. But this recent news is so uplifting I have to share it since we’ve been in major dark times ever since Paul was introduced in the comics. Finally, good news.

Well fuck. I'm not surprised that I liked Venba, but I am surprised I liked it this much.

It does feel a bit strange that it took this long for me to find a narrative-based cooking game; most of the cooking video games I've seen are either arcade-scoring style minigame collections (your Cooking Mamas), restaurant management titles like Cook, Serve, Delicious!, or sandboxes that felt so simple and structureless that they basically turned into meme simulators for me past the five minute mark. Conversely, Venba more closely resembles what I expect of my idealized cooking game: it emphasizes the puzzle-like qualities of cooking via mastering techniques at the right time (something that no other game I'm aware of has really capitalized upon) while also using cooking as a narrative vessel to impart past memories of learning/executing recipes and thoroughly exploring culture via the medium of the culinary arts. Granted, Venba's puzzles are easy enough to navigate but still aren't free, and that does wonders in aiding its lean towards storytelling: without spoiling too much, entire sections of recipes are often missing, and thus part of the fun is filling out the gaps as the player to "correct" the dishes. You won't get penalized unlike a restaurant sim though, and that's the fun of cooking! Sometimes, you just want to experiment a little and try out new techniques, and if you mess up, that's just kitchen learning in a nutshell.

What I wasn't expecting though, was just how deeply I resonated with the narrative. My immediate family and I are immigrants, and quite frankly, I've inquired a little here and there about what they've sacrificed to move to the US, but I clearly haven't asked enough. While I've never genuinely felt ashamed of my own culture, I've absolutely felt the pressure to "fit in" and in many cases, felt a bit of the old embarrassment rise up again from playing this game due to how disconnected I've often felt from my old home city versus having now lived in the states for a while. English isn't my first language, but it may as well have been now given my difficulties writing and sometimes speaking my old language, and losing my grasp of all these things that were once more familiar to me has always been a sore point in my life. This game is a reminder to me that even if I may have grown up in an entirely different world than my parents, they're still my family at the end of the day regardless of cultural differences and it's still my past; I might have had years slip by where I chose to remain intentionally apathetic to parts of my family's heritage, but that doesn't mean that I can't start catching up now to try and make up for lost ground.

The game is only about an hour long with just six recipes included (and a couple near the end are a bit too guided), but I'm willing to overlook its brevity because this experience is going to sit with me for a while: it almost feels like it was written for me at times. Definitely one of the best surprises to come out this year. Thank you for the meal, Venba. Think I'm gonna go call my parents now and tell them how much I've missed them.

the one thing Bethesda had going for it was their near seamless little handcrafted diorama worlds, so naturally they decided to replace that with loading screen gated proc-gen. Apparently you're supposed to play the main quest first so I tried that but I nearly puked when I was asked to weigh in on a debate over "science, or dreams"

Back in 2022, I played Dr Robotniks Mean Bean Machine. I knew it was Puyo Puyo with Sonic characters, but I wanted to give it a try since I was playing a lot of Sonic games around that time. Turns out I sucked at it! Only got to like stage 6 before I gave up, and even then I'm surprised I got that far lol.

Kirby's Avalanche is Puyo Puyo again, only Kirby themed. This time around I only got to stage 3 before I quit(if were not counting the starter stages which I did complete). Idk man, my brain just melts sometimes whenever I'm playing. I'm way more of a Tetris guy than a Puyo Puyo guy, but those early stages were somewhat fun I'd say.

Besides me liking Kirby more than Sonic, something I definitely thought put this over Mean Bean Machije was the dialogue before each stage. Goddamn, Kirby is savage in this one. Maybe feels a little out of character, especially for how he is nowadays but it was very entertaining. Had to look up all the scenes cuz I knew I didn't want to miss them. If anything, its worth it to see them alone cuz they're hilarious.

Considering how short this game is too, the length of the OST is super short as well but the couple stage themes being remixes of Kirby's Adventure songs was nice.

Yeah, as you can see, I don't have much to say about this one. It's Puyo Puyo but Kirby themed like I said and I got filtered by Puyo Puyo yet again 😢. Guess that series just isn't for me haha. Kinda stinks this is another Kirby game I ended up not beating but it will probably be the last (unless one of the future spinoffs filter me as well). Either way, next Kirby game is Dreamland 2 so I'm happy to finally get to another mainline again.

At this point, I feel like I’ve been playing Journey for half of my life. I’ve played through underwater Journey, forest Journey, air Journey, space Journey, cat Journey, and even boring Journey. Yet upon my yearly ascent in the original Journey on New Year’s Day, I find myself just as floored as when I first picked it up years ago, in spite of clone after clone exhausting my goodwill. What exactly then, is present in the original’s realized game design philosophy that every other spiritual successor has found themselves bereft of?

To answer this question, I want you to imagine a world where Journey doesn’t exist. A world where the formula to indie developers meant something more than just mindlessly tilting up on the left joystick to walk towards the next checkpoint while some narrator waxed poetic in the background. Before Journey, before Flower even, the closest ancestor we had was Ico. Fumito Ueda described his game as an execution of “boy meets girl,” and what it boiled down to was a minimalist adventure game with some puzzles cleverly disguised as platforming and timing segments. Occasionally, you also whack a few shadows while protecting and pulling your female companion Yorda through vast and still castle ruins. It wasn’t a perfect game by any means; the combat was frankly tedious, Yorda lacked much of an identity outside of pointing at objects of interest/opening doors/getting kidnapped, and at the end of the day, there really wasn’t much in the way of a balanced and developed relationship when the player was calling all the shots, but it was still the start of something beautiful. It wasn’t mechanically complex or esoteric in any fashion, but it was different. It was different, and it felt dangerous.

This write-up is not intended to be a critique of Ico, nor is it meant to imply that games proceeding Team Ico's philosophy of “design by subtraction” have since been inferior. Rather, I bring up Ico in particular, because there seems to be this general perception that minimalism results in a crippling lack of mechanical depth. That is, many seem to believe that discarding and minimizing a game’s various elements results in a dearth of tangible mechanics or imagery to cling onto, and thus appears to result in an empty and vacuous experience with little to justify further replays or deeper dives. To me though, this line of thought fundamentally misunderstands the purpose of addition by subtraction. It was never about creating mechanically deep systems with limitless possibilities like an immersive sim or a sandbox. Rather, the philosophy aimed to remove excess layers that distracted from the game’s “more realistic feeling of presence”, such as removing optional bosses and landmarks in Shadow of the Colossus or reducing enemy types in Ico to just a single design. In fairness, the goal wasn't just to remove extraneous elements that made something feel overly “gamey,” but also to marry mechanics in a way where the invisible layer of intended design never made itself too apparent (i.e. hiding the user interface in Shadow of the Colossus outside of fights). It was not just addition by subtraction; it was also addition through illusion.

To that end, I firmly believe that Journey is the best Team Ico game that Fumito Ueda never directed. Journey’s design philosophy was not necessarily revolutionary for its time, considering its predecessors in the forms of Flower and Ico, nor was its ultimate goal of reaching a final destination via walking/jumping/flying mechanics particularly exemplary. What was exemplary was its level of care and precision in how it implemented said minimalist design philosophy. Every time I play through Journey, I pick up more subtle details through its fusion of audio-visual presentation and gameplay that seemed so clear and intuitive that I had taken their presence for granted. There are the obvious strengths, like how Journey wordlessly conveys your path forward by keeping the shining peak of the mountain visible at all times while outside, or how it uses consistent visual language through cloth creatures and strips to demarcate safe zones where the player can recharge their scarf. But there’s more beneath the surface; what about the game's sneaky introduction to the sand-sliding mechanic from the introductory dune so it’s no longer unfamiliar during the exhilarating and committal descent, or how there’s a section of the underground that’s filled with these scarf jellyfish tinted in blue allowing you to remain in flight that evokes the feeling of being underwater, foreshadowing the next section as a tower ascension where the player must continually breach the surface to “swim” and escape? Sure, everyone knows about how the bitter cold disempowers the player by slowing their movement and lowering the scarf’s energy gauge, but I usually don’t hear about how strong winds can chip away at the scarf’s capacity itself or how it reduces the volume and area of effect of your shouts, making it far more difficult to restore your energy gauge from the growing frostbite.

There’s also the overlooked audio aspect of Journey. Granted, everyone loves to discuss the soundtrack’s thematics, like how the final chord of Journey’s motif never resolves a single time in any track until the end of Apotheosis or for that matter, how all the instruments are never fully present until that final ascent, when the entire orchestra finally comes together as one only to slowly fall away as the player and the world fade away. Yet, the sound design regarding Journey’s implementation of said soundtrack often goes underappreciated. Again, there are plenty of clear strengths that have been widely discussed, such as the punctuated stillness of the desert dunes providing room for the piddle paddle of the player’s footsteps amongst the vast desert winds and eventually swelling into triumphant bursts of adventure. But again, there are little subtleties that speak to the soundtrack’s interactivity, like how the backing drum during the aforementioned underwater section gives the track the impression of being muted and seamlessly drops this filter once the player breaches the surface, or how the player’s shouts are always in the key of the backing track’s scale, meaning that the introduced notes remain within the game’s tonality. It’s these little things that further round out Journey’s experience; the music is so seamlessly woven in that it takes a discerning ear to pick out every specific detail, in such a way where it feels like the soundtrack is organically supplementing every memorable moment of the game.

Of course, it’s not enough to just handle the basics well, even if there’s a master’s touch present to carefully disguise these additions so silently. As I mentioned before, popular works need compelling hooks to draw in an audience, but they also need an element of danger to keep that audience engaged. In the case of Journey, Thatgamecompany tackles this through their stealth multiplayer. This is where Journey easily outclasses its successors and may in fact, even have one-upped Ico. If Ico’s main limitation was a lack of autonomy for any non-player characters, then Journey circumvents this problem entirely by replacing the AI with real players instead. The loose implementation adds a catch: nothing in the game aside from the final completion screen listing your companion(s)’ name(s) ever hints on this, and not once is the player given instructions or suggestions on how to interact with said players. The only obvious mechanical incentive from cooperating with other players is the ability to recharge one another’s scarves via proximity/shouts, and there’s no consequence to merely abandoning random players or quitting in the middle of a session. It’s what makes this multiplayer so compelling; many times you’ll find other players just wandering about by themselves, despawning, or quickly rushing ahead without care towards your presence. There’s no guarantee that they’ll cooperate… which makes that one instance where they do that much more memorable. In this sense, I think Jenova Chen and his team solved two problems at once: the aforementioned challenge of granting outside elements a degree of realism, and his own personal challenge of creating a minimalist environment where players had no incentives to act in bad faith despite never having any major incentives to cooperate either, resulting in seemingly organic interactions.

Perhaps it is cheating to state that this spontaneous element is what gives Journey a step-up over its peers, but I also can’t deny that this same feature is exactly what lends the game its identity. It’s hard to provide drastically different experiences for focused single player games after all; no matter how much Fumito Ueda may have insisted that he was inspired by emergent gameplay mechanics and player autonomy to allow for more diverse experiences, there remains an upper limit upon how far those experiences can unravel. However, Thatgamecompany’s take upon the “single-player odyssey” alongside the game’s cyclical nature and short runtime means that Journey is a far more replayable experience while remaining every bit as compelling as its competition. Even after multiple trips up the summit, I continue to be amazed by the thoughtfulness shown to me by other players. I can’t tell you how many times I’ve fallen down the temple from being blown away by the wind, only for my companion to jump down with me, or how many trips through the blizzard were spent slowly trudging together mashing my shout, just like strangers on a cold winter’s night huddling together for warmth while shouting cries of encouragement to take one more step forward. In essence, Journey didn't need an intricate or elaborate story told with fanciful cutscenes and voice-acting; it simply needed to provide a backbone with no other contradicting elements, allowing players to form their own stories by experiencing the game on their own terms.

Journey isn’t mechanically rich or wildly innovative in terms of its scope, but it doesn’t have to be. Rather, it’s a deceptively simple yet meticulous and thoughtfully different approach upon a respected design philosophy, which aimed to further refine said formula by whittling down any elements that detracted from the game’s constructed sense of reality. Similarly, it doesn't feel the need to present a grandiose narrative, instead stripping away any specific contextual layers as to allow players to create memorable experiences with no conflicting moments in-between. I should be sick of this formula after tackling so many misguided copycats, and I can't deny that I was afraid to label yet another old favorite as propped up by nostalgia. Thankfully, my fears have been assuaged. I keep waiting for the day where I’ll finally be content putting this down forever… but that day has yet to come. I was not the first adventurer to embark upon this pilgrimage, nor will I be the last. Maybe I just need to get over my cynicism and accept that there was never anything to be cynical of to begin with. I’m sure more developers will continue to lazily carbon copy one of my favorites until the end of time, but that doesn’t mean the good times have to end.

Thanks for reading, everyone. Happy new year, and here’s to another journey around the sun.


So my beloved friend theadhdagenda_ loves this game and really wanted me to play it. I was already planning on playing it when it eventually got a physical release and what do you know, it got one last year. While I did enjoy it overall, it does have issues that detracted from my experience .

The main issue I had with the game, and I know it's been said countless times before, but the story was just not good. I think it has potential with its concept of heaven and the whole heist thing. It had its moments here and there but in between those few instances of good it has so really awful dialogue. People weren't kidding when they said it was bad though I was expecting it to be more constant than it was. Still tho, it really is pretty bad. Like I said, the story had it's moments but even outside of the bad dialogue, I don't think the story was done well. Not just because it felt undercooked but the theme of forgiveness and it being applied to Neon Green, did not feel right at all. I don't think they were trying to be malicious and were more trying to say you shouldn't let your abuser live rent free in your head and to just cut them off completely, but to have it be forgiveness instead...does leave a bad taste in my mouth. Especially since the book of death ending, which is supposed to be the bad ending, is more satisfying than the good one lol. That's just my take though, even besides the poor story the dialogue is bad enough where you'd want to just skip it all anyways. But alas, the story is a big part of the game time so I must judge it accordingly.

I know I started this review off negatively but that's the biggest negative really because the actual game part is really fun! It's a card based shooter where your main goal is to go as fast as possible. This works very well since, for the most part, levels are really bite-sized. With it being a speed game, it also incentivizes speed-running. There's medals at you get at the end of each level, with Ace being the main one you wanna go for in the end. There's also the dev times that are pretty hard to beat but I did end up doing it once in my whole playthrough. Otherwise, I just aced every other level. Besides the speed aspect, the cards aren't just for shooting as they have a secondary use when you discard them. This is another big reason the game is so fun as you have to figure out what to discard or not in each level. First you figure out what to do in the stage and then you speed through it, rince and repeat. Sadly because there's so many levels, and I went for not only the aces but also the presents, I did get somewhat burnt out by the end. Not enough to dislike the game or anything but I definitely wasn't clamoring to do those rushes when I beat the game (which are just all the levels one after the other with one life).

Speaking of the presents, outside of the gameplay and story there's also this social-link like mechanic where you give a character a gift and you get dialogue and other stuff from them. I didn't really care about the dialogue really, besides Mikey he was cool, but they are somewhat worth it for the little side quest levels you get every so often. These don't have time medals and are slower paced than the usual levels. They could be hit or miss but were mostly fun.

The music is by Machine Girl and while I wouldn't personally listen to it outside the game, it was really solid and fit the levels. The visuals of the levels are also really nice. Mostly in the earlier stages, they have this dream-like liminal space kinda feel which I really like. Some of the later levels not as much sadly but the music still fit those ones. I'm not in love with some of the character designs for the Neons but the presentation as a whole was solid too.

All in all, while I definitely didn't love it as much as some people do due to the story ofc and getting burnt out near the end, it was a fun time overall! Definitely better than the other Ben Desposito game I played, Donut County. I recommend you pick this game up when it's cheap because it is still a lot of fun, just maybe skip the cutscenes even if they are a large part of it's runtime. Idk tho, maybe you'll get more out of them than I did lol.

My first thought was that Bomb Rush Cyberfunk was just going to be a straight spiritual successor to Jet Set Radio Future (which would have been a letdown considering my three weeks of original Jet Set Radio prep), but I'm pleasantly surprised by the blend of mechanics presented! In reality, Bomb Rush Cyberfunk takes the overall structure and aesthetic from Future while borrowing more heavily from original Jet Set Radio's tight level design and intricate scoring mechanics, and dare I say, actually improves upon certain aspects. It does have a few underdeveloped features as a result of its experimentation, but overall, not a bad first attempt by Team Reptile!

One issue that apparently escaped my notice the first time around (I replayed Future recently just to confirm this) was that Future's extremely linear and stretched-out levels resulted in tons of backtracking upon missing objectives/falling off the stage, and led to fairly rigid approaches that really tried my patience upon additional loops. This is fortunately not the case with Bomb Rush Cyberfunk: levels are generally a lot more open with many more shortcuts and are spaced apart carefully to where traversal feels much more free-form. It more closely resembles original Jet Set Radio, especially when you consider how its momentum mechanics complement this design. Future made the speed fairly easy to obtain: jump onto a rail regardless of your momentum, then keep mashing trick to accelerate and never slow down. On the other hand, original Jet Set Radio became well-known for how slow your character would move about unless you actively utilized rails and grindable walls to speed up, and Bomb Rush Cyberfunk takes a modern twist: you need to maintain momentum by either rail grinding and leaning into corners for speed boosts, or by using grounded manuals combined with boost (refreshed from performing tricks) to retain speed.

The momentum mechanics go hand-in-hand with the game's combo system. After thoroughly exploring levels to spray graffiti spots for "rep" and completing subsequent score and movement-tech challenges from opposing crew members, your crew must finally confront opposing crews in a crew battle, outscoring them with trick combos in their own territory. The scoring and trick system improvises upon both original Jet Set Radio and Future: in both games, the safest way to score trick points was abusing infinite grind loops and repeating the same tricks/movement over and over. However, Bomb Rush Cyberfunk turns this on its head: you don't get tons of points for doing the same tricks ad-nauseam (since trick value decreases and eventually levels off when used more and more). Instead, the main key to getting points is increasing the multiplier by utilizing unique features of the stage: that is, leaning into tight corners on grindable rails, wall-riding billboards, and going up half-pipe ramps (which are improved over the original game since you can manual up ramps and then air boost off into manuals/rail and wall-grinds, so they can function as part of a combo). The key word is "unique," since utilizing the same set-piece in a held combo will not give additional multipliers, and the same goes for graffiti spots that can now also be resprayed as one-time trick bonuses during continuous combos. As a result, the trick and multiplier staling incentivizes players to fully explore and utilize every set-piece present upon the open stages to create massive combos, made easier thanks to the mid-air dash (which also lets you alter airborne momentum once) and the manual. The only downside here is that the game's circumstances never become difficult enough to necessitate this trick optimization; the story crew battles are pretty easy and I was leapfrogging them using the above strategy (i.e. while other crews were floundering around several hundred thousand, I was well beyond a couple million in score), so unless players are trying to crack the tougher post-game score barriers for optional characters/achievements, they may never need to lean on these strategies at all.

The lack of difficulty serves as a microcosm of this game's unfortunate trend: Bomb Rush Cyberfunk certainly innovates upon many features from the Jet Set Radio games, but I find a few to be undercooked or lacking in execution. The combat's one example: it's not a bad idea in theory (using tricks to both deal damage and maintain score/momentum) and in fact has been proposed before, but its implementation leaves something to be desired. Attacking enemies feels like it has little impact because of the muffled sound-effects, akin to slapping a wet sock on a table. Also, most enemies can be defeated with a single grounded attack into an immediate "corkscrew" jump and then spray-painted in the air. While this graffiti coup de grâce never gets old, it does feel quite difficult in practice comboing in and out of this linearizing technique (since you need to be standing and off your skates to execute, breaking any combo potential), so combat never really flows and the mandatory combat sections in-story feel somewhat superfluous.

Adjacent to this is the heat system, a spin on original Jet Set Radio's enemy escalation during story stages. As your character goes about spraying graffiti, police forces begin to spawn in tougher waves: for example, wave one consists of simple grounded officers with batons and pistols, wave two activates turrets that home-in on the player with chains and slow their movement, and wave three brings in armored forces that can block attacks. I found most of these enemies to be mere nuisances: you can easily skate around and dodge most attacks (except for the turrets, which can be easily disabled with a single attack + spray), and since enemies can't be easily comboed for points and will respawn continuously upon defeat anyways, it's best to just ignore them as is. Again, this is fairly similar to original Jet Set Radio's strategy of outmanuevering enemies since foes there were active time sinks, so this doesn't bother me greatly. Unfortunately, this creates friction with Bomb Rush Cyberfunk's exploration, and not just in the sense that enemies will impede progress. The game requires you to swap between the three different types of movestyle for their different abilities: skateboards can ride on extendable fire hydrants to extend them vertically and reach heights, inline skates can skid on glass to shatter specific ceilings, and bikes can open special garage doors. The only way to switch between characters/movestyles is to go to checkerboard tiles and dance, but the game prohibits switching when there's "too much heat." Thus, you have to de-escalate the heat gauge by entering orange porta-potties (unmarked on the map, so hopefully you remember their locations!). However, they also lock up after a single use, so players have to either outright leave the stages or find a different porta-potty elsewhere to reopen old porta-potties for enemy despawning. I think this could have easily been improved if the heat gauge slowly decreased over time from successful enemy evasion.

Even with my criticisms, Bomb Rush Cyberfunk was definitely worth the three year wait. The story isn't anything mindblowing, but it's got some nice twists that are conveyed via these surreal platforming sequences that are a cross between the time rifts from A Hat in Time and a Psychonauts fever dream. I'm pleasantly surprised by a good chunk of the soundtrack too: Hideki Naganuma's three contributions are the obvious highlights, but other tracks like 2Mello's I Wanna Kno and Sebastian Knight's Feel the Funk more than hold their own weight. It's a good mix of upbeat sampledelia hip-hop and chill ambient tunes, with my only real complaint being the lack of guitar-heavy rock tracks like Magical Girl or Statement of Intent... RIP Guitar Vader. Finally, I more than got my playtime's worth out of 100%ing the game, considering all the hidden areas and collectibles to find and just how much fun I had figuring out new ways to string together ridiculous combos. Despite the game's various areas of improvement, I find Bomb Rush Cyberfunk to be a fantastic fresh take upon a beloved franchise that isn't just a homage to Jet Set Radio, but a love letter to classic Y2K counter-culture and skating games as a whole. If you're not a prior fan of the franchise, this might not be the game to change your mind, but if you are, then I see no reason why you wouldn't find some enjoyment out of it. It's no surprise that fans absolutely ate this up, with excitement for the franchise reaching a new fever pitch. Your move, SEGA. Let's see if you guys still understand the concept of love.

Alan Wake writing the most twisted fucked up horror story he can conceive: The dark darkness encroached darkly upon me, I noticed my shoes were stained red with blood, red blood, on the ground pooled the crimson ichor of a bloody ritual murder enacted in the name of the Dark Lord of Darkness himself; Satan, Lucifer, Beelzebub, The Father of Lies, the Lord of Flies; Satanas, Diabolus- The Devil.
Remedy writing the most twisted fucked up horror story they can think of: Imagine being trapped in this guy's writing

Wanted to play a nice short game after Metroid Prime 2 so I decided to dive into the Klonoa series finally! While I did have a good time with this game, I wish I liked it more because it has a 4.1 average and a lot of my followers love it so I kinda feel bad only giving it a 7 lol.

I think after beating the game, the absolute best aspect are the bosses tbh. I did not expect them to go so hard but most of them are really damn good tbh. In fact I'd go as far to say they're better than most of the levels. Something I really liked about them was how they all made good use of the foreground and background, thought that was sweet. Also the health bar they had looked really cool with that whole 3D effect.

The levels themselves are decent for the most part. They start off really simple but get more complex as you go on. I honestly didn't think they were getting really good until the last couple stages but overall they're fine.

Another one the best aspects of this game is the visuals. The mix of sprites and 3D models is always cool and its done well in this game. From the little I've seen of the remake, it's a total downgrade which is a shame so I'd recommend the original just on visuals alone.

Klonoa's moveset is kinda weird overall. The grab is very fun, especially when you can get an extra jump from an enemy. The flutter is alright but a lot of the time just doesn't cut it in getting you over large gaps unless you plan well. I just never thought it felt good to use tbh. Also Klonoa himself has a slipperiness to him when you build momentum up and that can trip up the player especially in later stages.

I didn't really find the game that hard until the last couple stages. I got every collectable so I was able to do the extra stage and man was that one tough. It was fun but definitely put your grabbing and hovering skills to the test.

The music overall was just alright. There was a track or two I kinda liked but most of them were forgettable I felt. There was also a track or two that kinda bugged me because it reminded me of the intro song to Amazing Animals. Please tell me I'm not crazy, I just kept thinking about that whenever one of the beginning stages songs was playing.

The game also had a surprisingly abundant amount of cutscenes. I thought the story overall was pretty cute, the very solid voice acting certainly helped that I feel. Like damn, I loved Huepow's voice it was adorable. And while I didn't cry or anything, the ending was pretty sad and was a unique way to end the game.

While I didn't love this game like others do, it was pretty good! I can certainly see how others would love this game cuz it just has that 90's PS1 charm. I did hear the sequel is even better so I'm looking forward to that!

The last time I had played Battle for Bikini Bottom (the original at least) was in 2019. According to my PS2 memory card, I had played this in 2010 prior to 2019. Back then, I never did 100% the game but I did beat it. 2019 though was the first time I 100%ed the game and I remember being so happy I finally did so since this was a game I liked a lot as a kid. I remember thinking it was great back then, but I wanted to see how I'd feel nowadays. While I don't think it's quite as good nowadays, it's still a really fun time overall.

I'd say the thing this game does best is replicating season 1-3 of SpongeBob. It doesn't always hit but when it does, this game is super funny and is basically just like those early seasons. There's a ton of callbacks to the show and references you'd only get if you've seen specific episodes. For a kid growing up on SpongeBob, this is basically like playing through a couple episodes of the show. Every voice actor from the show is here too, besides Mr. Krabs and Mermaid Man, and they don't half ass it. They bring their A game in every scene. However, going back to those two outliers, it's unfortunate they couldn't appear here. Mr. Krabs isn't too terrible, and the voice actor at least sounds like he's trying to replicate the character. Mermaid Man though is totally off and sounds pretty bad, I think. Even with those two being different tho, it's still super authentic to the show and a lot of fun seeing each scene be reminiscent of the show. The game also really replicates the world of SpongeBob well. The overworld of Bikini Bottom is done super well. You have all the main characters homes represented here. You have the Krusty Krab, the Chum Bucket. All the staple locations. The areas themselves also represent the show well. Rock Bottom, the Mermalair, Kelp Forest..even SpongeBob's Dream from that one season 1 episode appears. The characters, their dialogue and the world itself just perfectly represents the early seasons.

Getting into the gameplay itself, it's a collectathon and is basically mimicking a game like Mario 64 or Banjo Kazooie. While I don't think it's as good as either of those, for reasons I'll explain shortly, that type of game still works well in the SpongeBob universe. Instead of Stars or Jiggies, your main collectable in this game are golden spatulas. Thematically super fitting to the show, though I gotta say I never found them as satisfying to get as the aforementioned stars or jiggies. There's no jingle that plays, only a crowd cheering for the player (and SpongeBob's laugh if you're playing as him). It's just sort of a bummer since it never gave me a rush whenever I collected them like Mario 64 or Banjo did. Anyways, you collect these golden spatulas in each level alongside collecting any other assortment of collectables along the way. You have shiny objects which you get from tikis or the robots. These are used to spend on shiny object gates or to get golden spatulas from Mr. Krabs. Socks are a collectable that you can trade in to also get golden spatulas from Patrick. These are mostly easy to get but can be annoying in their placement depending on the stage. Some, mostly the first couple stage ones, require backtracking with abilities you get later on. This like barely happens at all though so if you're a Banjo Tooie hater, you might like this game. In fact, this game is maybe too linear for my liking. It's obviously no Tooie, but it's not even a Mario 64 or Kazooie in terms of its exploration. Very rarely will you travel off the beaten path to do a little side challenge but that's about it. I prefer the more open games I mentioned before for that reason, as it feels like you're being guided along a straight path most of the time. Still, what's here is mostly fun. The levels in general, besides being faithful to the show, are either pretty fun or harmless. The only two I didn't care for much were Mermalair and Kelp Forest. Both had songs that kinda got on my nerves and Kelp Forest is too dark a lot of the time and also has the worst slide in the game. My two favorite levels though, were Flying Dutchman's Graveyard and SpongeBob's Dream. I found neither annoying and they were both endgame levels so they were pretty fleshed out.

You can also play as both Patrick and Sandy, if you find a bus station in each level. They each have different abilities but basically, Patrick is strong and can throw heavy things while Sandy has a lasso she can glide with and can also swing from these lasso Texas things. Both characters change the gameplay up enough for it feel different and fun. Their move sets are simpler than SpongeBob's. His move set consists of a double jump, a bubble wand attack, a bubble butt stomp, a bubble helmet that shoots upwards, the bubble bowl which is a bowling ball you can throw to hit things and the cruise bubble which is this missile attack you can use to hit enemies or buttons from a far. Those last two abilities are ones you unlock as progress and I generally like the move set SpongeBob has. Only thing I wish he had was a movement ability. There's no long jump or talon trot here so he doesn't feel quite as fun to play as because of the lack of something like that.

Between each set of three levels, and also in some of the levels themselves, are the game's bosses. The bosses in the actual levels aren't that great imo but are fun references to the show at least. The main game's bosses you must defeat to proceed tho are actually pretty fun. They're more fleshed out and have cutscenes between phases. You also switch between characters between phases too, which again, changes up the gameplay somewhat. The final boss was definitely the best, it's a fun nod to SpongeBob's love for Karate and also to the anchor arm episode. But I also gotta give props to robot Patrick's fight. The atmosphere of the industrial park combined with the eerie music, always freaked me out a bit as a kid. Still does even now lol.

Speaking of the music, while I don't think it's that amazing overall, there are still some tracks I quite like. Jellyfish Fields is an upbeat classic, Industrial Park again is quite eerie but really good and the best track in the game is probably Flying Dutchman's Graveyard. That one just perfectly fits the level and also rocks on top of it. Like I said, there are some tracks I straight up don't like whether it's cuz the level annoyed me as a kid or I just don't like them in general, however the OST is still solid overall.

I will say, I never noticed how unpolished this game could be at times. Whether it's me clipping through a tiki that doesn't have hit detection, or the slide portions being really janky depending on how I jump, it's not as polished as thought it was back then. Still, this is super helpful to the speedrun community as the game has some well-known glitches and exploits that are actually super cool to see someone perform. I remember getting into these speedrun videos shortly before Rehydrated came out and being amazed I'm just now finding out about all them. Speaking of rehydrated, I'll just say one thing. Play this version, don't play Rehydrated for the love of god. It's so bad, the fucking warp boxes don't even animate.

One more thing I wanna mention before I end the review off, is the golden spatula warp feature. If you go into the menu, to the golden spatulas you've collected or have to collect still, you can take the taxi from the menu and warp to that location. Holy shit, this may be the best feature in this game. It's super convenient and frankly should be in more 3D Platformers lol.

This is a game I played as a kid and while I think it's not quite as good as once thought, and is not as good as Mario 64 (and definitely not as good as Banjo), it's still a fun time. It's not too long either so it's a game you can easily replay. Maybe I'd think lower of this game if I wasn't a SpongeBob fan or grew up with this, as it's just kind of an average 3D platformer, but it's still one of the best licensed games I've played because it represents the world of SpongeBob so well. Glad it holds up even to this day.



please free my SO she's 50 hours deep still in act 1 and keeps sharing snippits of wanting to fuck the vampire I can no longer reach her

Is and will always be my favorite game of all time. The gameplay, the story, the graphics, the propaganda for the military industrial complex; it’s all just perfect. The only thing that could be more fun than this game is making a dumb gimmick account as something to do when I’m bored during work and getting a surprisingly high amount of clout amongst a community I mostly chose not to engage with. Thanks for 10,000 likes.
Also, Fidel Castro is like the rawest video game character of all time and I wish he was real so fucking much.

Just like Dreamland 2, the first time I fully beat this game was in 2022, directly after Dreamland 2 actually. I first played this years ago when I got an SNES classic, and thought it was cool. But I'll come out and say it, I never really digged the whole multiple bite-sized campaigns in one shtick. I had a greater appreciation for this game, when I played it in 2022, due to some of the series staples it added. But even then, it wasn't one of my favorite Kirby games. How do I feel about the game now though? Basically, the same tbh. Though, when compared to every Kirby game that released prior to this, I'd say it's the clear best.

The biggest improvement, and this would be a Kirby staple once Return to Dreamland released, is the expanded move set. No longer do you only have a single move per copy ability. Now, depending on your directional inputs on the d-pad, you can use several different moves per copy ability. This is a fantastic addition, and probably my favorite aspect about this game, as it makes beating each level more fun. Both of the fire abilities that were in Adventure, are now in one and the one that would turn you into a fireball is your dash attack. Spark, which was a staple in Adventure and Dreamland 2, isn't even in this game and was basically replaced by Plasma (which is all around better because of the electric shield you can get). The copy abilities in general, are really good in this game. You have your series staples like sword, hammer and all that. But then you have new ones like Bomb, Mirror and Yo-Yo which are all really awesome. Compared to prior games, the amount of copy abilities in this game is massive and I think it even rivals some of the modern games. You can also, at anytime, turn whatever copy ability you have into a little NPC helper. This was a fun addition and let's you play the game with two players? I actually never tried it out myself, but I assume you can do that and not have the multiplier be regulated to the minigames.

I am a Dreamland 3 fan, and while I prefer how that game looks visually, Superstar still looks really good for an SNES game. The game is full of that Kirby personality, whether it's with Kirby himself or the enemies he faces. The animations on some of the enemies in this game are just really expressive, and that includes the bosses as well. They're all very charming, especially the computer virus boss, that one is very witty. Some bosses are better than others (I really hate fatty whale) but most of them are pretty fun..especially with the expanded move set.

Now for the meat and potatoes of this game, the game modes. This is the part of the game I'm not much of a fan of. The game consists of 9 modes in all. 4 of them are normal Kirby campaigns, 3 of them are short minigames, 1 is a weird campaign that is more akin to a Metroid game and the last is a boss rush basically. They're all mostly fun in their own right, I just much prefer a more focused, full sized campaign since even with the longer modes here, they just don't stick in my mind as much. I'll delve into each mode though and explain my feelings on every one of them.

Megaton Punch is a short, button timing mini-game where you must see who creates the biggest crack on Popstar. It's very short and humorous to watch, but there's not much to it. Samurai Kirby is basically a remake of the one western minigame from Kirby's Adventure, and it's even more simple to play. You just press the A button faster than your opponent but I swear I just can't do it, even on the easiest difficulty. I always lose to Meta-Knight at the end. It's alright but I prefer Megaton Punch. The last mini-game is Gourmet Race. I won't get into the staple song just yet, but know it's my favorite of the three minigames because of its music and because its fun to race Dedede (and to see his reactions to you winning).

As for the normal campaigns, the first one is Spring Breeze. Not much to say here, it's the shortest of the four and is basically just a remake of Dreamland 1. It's actually even shorter than that game since it lacks the reused portions of levels before Dedede. Dedede is also super easy in this version compared to Dreamland 1. Dynablade is a little longer than Spring Breeze, but not by much. Also don't really have much to say here either, it's a pretty uneventful set of Kirby levels. Revenge of the Meta Knight is a lot longer than the previous two campaigns, or at least it felt like it was. It has Kirby trying to stop Meta Knight and his crew. The level takes place, mostly, in his ship as you destroy it. It also has the most dialogue in the game, because of his crew members, and it's very charming because of them. This felt like the most unique of the normal campaigns and it was definitely my favorite next to the final one. The final one, Milky Way Wishes, has Kirby trying to stop the sun and moon from fighting, which Kirby must make a wish using Nova (this cat face clock thing) because this fella Marx told him to. In the end of the adventure though, Marx dupes you and takes the wish for himself and you have to fight him. This one probably has the most stakes out of any campaign and Marx has a really cool design. I also really liked the space theme and I really really liked the copy ability mechanic. Basically, you can only get copy abilities from these pedestals hidden throughout the world, but once you do you keep the ability forever and can freely switch between any you've gathered at anytime. Thinking about it then, this is probably my favorite mode in the game..it would've been really cool to see this one fleshed out even more though since it still isn't very long.

As for the other two modes, The Great Cave Offensive is different from the other modes. It acts as sort of a metroidvania, where the goal is to explore each section of the game for treasure. You can backtrack freely which is unusual for a Kirby game and is why this one feels different from the other 4 campaigns. It's fun but getting every treasure can be a pain, and pretty much all of the bosses (which you would first see here) get reused in the later campaigns. The last mode, which you unlock from beating every other one, is the arena. This is the boss rush I mentioned earlier, and it's a staple in like all of the modern Kirby mainline games. I actually didn't beat it this time, I gave it like 10 go's, but I did beat it back in 2022. The copy ability you want to use is definitely hammer as it does the most damage. The arena is usually the hardest part of the modern Kirby games and that's no different here, as you have to defeat every boss in the game with only 5 Maxim tomatoes for all of them. It's not totally my thing but it's a decent inclusion nonetheless.

The OST is good, as most Kirby games are, and the standout of course is Gourmet Race. It's one of the most well known Kirby songs for a reason (besides becoming big because of Smash) and yeah it's pretty awesome. The rest of the OST is good too, but this was my favorite new song, as this game continues the trend of remixing a lot of older Kirby songs.

I'm not crazy about this game like some other Kirby fans are, due to the multiple campaigns, but I can't deny it added some great series staples like the expanded move sets and the arena. While not in my personal top 5, at this point in the series this is definitely the best Kirby game thus far. Fun time overall!


When looking at the lenses of remakes, remasters, re-imaginings, reboots, definitive editions, ports, and plenty by the library classifications. It is important to understand where and what kind of vision the original and new are undertaking. Are companies such as Bluepoint trying to faithfully rework a game 1:1 without specific egregious artistic or personal changes in the first's tone and music? Do the budget remakes of Front Mission create a definitive edition? Can both the initial version and separate remakes such as Resident Evil stand side by side with one another? These are difficult questions to ask and honestly, I've seen many arguments for, against and nuance takes in the middle. Depending on the experience of the individual and the context from which is given in claims. The evidence and therefore the response may vary. To this end, I would posit a question. What is Final Fantasy VII Remake(FFVIIR)? Sounds like a dumb question, albeit questioning sprouts and fans, the answer may surprise you. In my eyes, the question is only a part of the whole pie I've been struggling to eat since completing the 2nd installment of the 2024 title called Rebirth. And in pursuit of such answers, I decided to replay FFVII Remake once more. Marking this as my third finished playthrough. I will state beforehand I’m not skilled enough to determine a decisive reply. Rather I've submitted 7 mixed feelings along with 7 praises. To demonstrate why I’m struggling and dearly pray the information presented will help a soul in a similar position. Forgive me if I offend anyone who holds the title near and dear to their hearts. That is not my intent. My troublesome concerns in the following text are not meant to be scathing nor as a rant. And are simply my observations on what could be improved. Followed by what I believe the team does well. With no spoilers as much as possible. Failing that, if at any point I’ve resorted heavily negatively or failing the above. Then you have my express permission to summon a big meteor and channel your energy to land on me and thus yeet me into the lifestream.

First - Faithful to the original, yet evokes new material. Over simply designating it as a remake. The official name should've been called a re-imagining. From the playstation store the description states "... is a reimagining of the iconic original with unforgettable characters, a mind-blowing story, and epic battles." For those confused on the word 'reimagine,' the definition according to merriam webster says "to imagine again or anew, or recreate." A remake by definition is "make anew or in a different form. - Remade." To explain in simpler terms. I perceive the definition to be a higher quality recreating the foremost vision with higher fidelity and optimizing whatever is lacking to a certain extent. A reimagining of this caliber goes beyond the constraints the previous presented to offer something unique and old. Straightaway, please erase notions of 1:1 you will find semblances and fresh adjustments present everywhere. I admit I am poorly ignorant of what the definition in the landscape of video games entailed and expected a remake before a reimagining. A gentle reminder to keep your expectations in check. Funnily enough, If you had talked to my 2020 self he would've given you a frowning face with a "What you talkin bout fool!?" while explaining why this is faithful. Man. Believe me, it is another instance of me desiring to go back in time to slap my past self silly. Regardless, a vital question comes to mind for fresh souls and veterans. Do I need to know the pioneers or titles from the compilation? The short response is no. For unfamiliar dudes. Don't worry this isn't me trying to scare prospective souls for the 2020 JRPG. Context is important, and sure you can gain a great deal more from playing the premier and other connected mediums within the universe. However, leave that to the fans who want something different. As someone who isn't a fan of the earliest yet devoured everything in the compilation minus Dirge. I sound hypocritical. Although I hold the seventh entry in the series in my top ten for the franchise. Don't get me wrong, this isn't me being an arbiter of who and what you can play. Eventually, it is your decision to decide. I love to inform/educate others for those not in the know or out of the loop. The long retort is a 'yes' and 'maybe' for fans and those somewhat familiar with the FF7 universe. Why? Well in a 2020 VG247 interview with the producer Yoshinori Kitase(Who directed the initial version) stated "...all of the lore from the works created after the original, the Compilation of Final Fantasy 7, that's all very much in the base of the canon for the remake, and going forward it will be too." The response was due to a question on how significant the "compilation ideas," will be brought to the table. What does this mean for the modern FF7 project split three ways? Well. in my eyes. They're moving outside a 're-imagining'. delving into territories of the 'reboot' and 'sequel' combination. Smashing like playdoh three qualities to present exciting and bold overhauls with the aged guards in the developer team and fresh blood behind the 1997 release. And does it stick to the landing? Hmm, I don't think I can state it definitively did, but my 2020 aging self and multiple friends, peers, and others dearly enjoy the remake. In that sense, I must articulate that's perfectly valid. But 2024 me posits an uncomfortable realization upon replaying before arriving at my conclusion. And that is...

Second - The linear sections need to take a backseat. A conclusion I reached since I've taken the liberty of recording my whole replay. For transparency, this means I played on classic difficulty and solely focused on the main narrative. Excluding the side-content because I already completed them in 2020. Where I finished a hard mode replay upon polishing off normal mode. I found dissecting the gameplay bits. 10+ linear sections in eighteen total chapters. Meaning player agency to move in an environment usually in a guided manner. Not bad by either means, however, these segments offer a repetitive structure of mandatory fights with some leeway to run past. Instead of opting for a free-form combat encounter at your leisure at any time. A famous example is Chrono Trigger where you had a bunch of areas to opt out of required battles by fleeing and running around mobs. Here we don't get that unless we run a sufficient distance or until each enemies are wiped out. Thereby, stalling players and a focus on rinse-and-repeat combat engagements. To drive the claim deeper these sectors take up 'xx' minutes. Ranging in my experience 20-50 min. Varying depending on the length: short, medium, and long. Includes watching cutscenes interlaced as you progress further in a route. Not noticeable if you partake in the voluntary areas and stop to take a break. An un-fun endeavor in dealing with yet a familiar path to tread and battle. Cutscenes and voiced commentary can only do so much if I'm forced to brawl with mob #1 and mob #2. Taking out the surprise and inducing...

Third - A rampant formulaic structure in abundance on the far side of the spectacle and splendor of the dystopian cyberpunk metropolis of Midgar. The place where the bulk takes place. Before I slash on ahead I must enunciate you control a character initially. Cloud Strife. Mercenary & EX-Soldier. Armed with a hulking greatsword busting from his back, he embarks on a dangerous job with eco-terrorists to stop a megacorporation from harnessing the planet's precious finite resource mako. An eyebrow-raising premise and I'll detail more later. Continuing from my claim earlier. The former is true. And though I'm no expert designer I don't like predictable sequences. The first offered short linear zones capable of completing in achingly fewer occasions than what my results found. Sharing authentic surprises making full use of the shift into 3D. By contrast, I found the measure of guided linear padding districts a chore than a fun participation. To be fair this is looking through the eyes of a replayer, yet for those newcomers this is probably fine. Although coming from Rebirth, I found the developers didn't learn their lesson and continued the practice to disastrous effects. Sure there are moments interspersed where we deal with minor obstacles in the way: switches, pulleys, levers, buttons, time limits and split parties, stealth, and walking passages. Creating opportunities to diversify the run then face another foe formula. Realistic to the point of unnecessary for the sake of immersiveness. Doesn’t make sense to hold a button to stress the act of pushing stuff such as hard levers. Hence, still not sufficient to make me jump in joy saying "GUYS THIS IS AWESOME!" Reality isn't the same as the expectations as I failed earlier above in my 1st point. Cut these chunks 50% to 100% in my opinion. Don't delay my gratification further to catch the next plot scene. Apply enjoyable no obstacles in overcoming or keep them extremely short. And to be frank we do distinguish semblances of these later on: trains, grappling hooks, and controlling big o'l arms, but their exposure is still too long for my tastes. Even slicing extended verticality would've helped in the level designs, slapping a sidequest abruptly can provide benefits.

Fourth - Thus padding becomes a constant companion of mine. From the FFVII Remake Ultimania book. An interview revealed "...in the original game, it takes about 7 hours to go through the Midgar section. In the Remake, the map would need to be in 3D, so there would be much more information to account for as well as minutes pass. To go from one point to another, and all that adds up. Since we knew that we would have to add scenarios to the story too, I knew that the overall gameplay of the Remake would be well enough to cover a whole game." - Tetsuya Nomura(co-director) said. Expanding the JRPG from 7 hours into a AAA term is unprecedented. Can you imagine if Legend of Zelda: Ocarina of Time was cut 1/3 and the 1/3 was blown into a full $70 price tag? The number of resources, man-hours, and sheer effort along with the Square Enix budget + marketing. Of one of the most recognized JRPG brands on Earth and selling millions to this day, with medals of commercial and critical success in the tail-end of 1997 is double eye-brow raising past my hairline. My times in 2020 were 76 hours to 100%, 45hr on a first playthrough plus completing the entire sidequests and 19 for my replay. Close to the submitted averages from How long to beat data. Therefore it is inconceivable for me to imagine entirely the work involved has non-existent padding. The opposite is true adding filler during unnecessary sections. Not bringing out various spoilers, but I dissected the chapters, discovering multiple instances of stretching the seven hours. I've already talked above about the linear pieces, but certain cutscenes need not be extended. I don't want to watch a mysterious guy with cat-like eyes gradually gazing at me, walking slowly and spontaneously whispering in my ear. Appearing as a ghost when you least expect it and serving as a major means to tease the audience. Extra examples inside. Such as a roach add forced skirmishes with a guy who isn't really a friend, but hold up maybe he is because we escaped? But the dude has no depth whatsoever beyond flamboyant actions and liberally using the word 'nakama' as if it's going out of style. Villain points of view in a corporate office were also forced, displayed no nuance, and hit the predictability counter. A single egregious instance is a bald disgusting filthy excuse of a being hungering for the female body was equally disturbing and felt excruciatingly too lengthy. I wanted to gag and run out of the room looking at the poor excuse of a 'man,' constantly as the camera shifted to him.

Fifth - Modifications aren't always better in the plot. Again no spoilers, but I can count on one hand some important moments I feel shouldn't have been revised. The absence of blood, replaced with a [redacted] trail takes out the fear and horror replaced with a sense of befuddlement. And this confusion is greatly enhanced immediately upon our [censored] shifts from their initial personality into apathy. Followed by a sense of bewilderment as continued plotbeats hammer our vision punching a sort of psychosis-like of what is real and unreal into our eyeballs. Lingering repeatedly as the camera oh so slowly focuses on them repeatedly. As a consequence, a major character's presence is overhauled due to the additional scenes pandering to their figure instead of using imagination, stories told by word of mouth to take hold of our party. I understand why these adjustments were made, and it is not horrible to the extent I'm moaning so loudly. Merely closing my eyelids and hmming while simultaneously imagining what is going on in the writer's head. Kazushige Nojima and Motomu Toriyama specifically. Because actively adding and revising these elements felt weaker. Teasing and baiting without explaining concretely. A more isn't always a better case.

Sixth - Extends to the unfamiliar content. Namely Whispers. No softly saying words to my ears kind. Rather, mysterious entities will show up occasionally. Not a spoiler because these are shown in the official trailer. Without stating too much, the entities follow an old, repetitive pattern. I'm sure you heard it already, but it is a formulaic response once again to obstruct our party. Why? points gently at the wide and above points I've said so far. In essence, these felt needless, fueling countless theory-crafting and driving discussions. Which by itself isn't bad. I love a good talk with possible outcomes and what-ifs. But after finishing Rebirth and replaying, I still cannot find solid reasons for their existence to entice freshbloods into a JRPG. I've come to note their existence as a red-stop light. Stopping my vehicle motion until a certain amount of minutes have passed before I can move forward. Their intervention in most aspects worsens instead of alluring the audience. Removing their presence entirely and organically adding an easier, less complicated-to-understand presence would've been a better solution in my honest opinion. The closest example I could consider is the film Arrival(2016). Again no major beats will be spoiled from the film. But within the cast is introduced to [blank]. We, both the cast and audience try to understand what this [blank] is. By the credits rolling, I came out with a pensive, but nodding my head action. As vaguely as I can put it. I understood the whole picture. Whispers don't give you the tools to understand. Merely dangling a carrot atop your head while you flop around illustrating a starving bunny failing to reach the juicy treat. And as someone who loves lore and connects it to the plot. The single aspect infuriated me and shot my suspension into a black hole.

Seventh - The sidequests offer little to decent value. Ultimately granting a reprieve in the narrative. Looking back on my notes I wondered why I didn't utter exceptional stuff on the optional matter. After reviewing the list and rewards from a guide I realized why. Serving as a means to take a break. And offer chore missions to perform. From my findings, plus five fetch objectives, 10+ extermination assignments, several minigames, missable missions if you fail to carry out preceding jobs beforehand, and requirements. For instance, completing a couple of them in full unlock a party member cutscene with our protagonist. Playing devil's advocate, these operations do serve a purpose. Helping the people in Midgar, specifically the individuals in the slums who are in dire need of their tasks. Not a bad thing. However, the design implementation of fetching materials, and items, and finding stuff becomes boring. fighting unique variants of creatures fought in the plot and never-seen monsters is a nice touch, but consummate rewards can be lacking. They consist of items and equipment of above-average quality with several weapons exclusively gained. To be fair, not all quests suck. I'd bark a handful off the top of my head is notable in the sense of me giving a single thumbs up. Wish they resonated far higher with deep lore connections and barely superficial relationships. Extending to the NPCs you meet as well. Remove missable errands, interject our party members asking Cloud for help, abrupt errands popping up, surprising injecting urgency, followed by relief. Simple tasks removing debris or gently carrying an injured person while slowly commentating juicy gossip would've elevated the non-essential areas into a must-play. Now I'm shaking my head, grimacing to speak anything nice.

Bonus for the Intermission DLC - I'll be blunt I don't enjoy the intermission Yuffie episode. Offered with a pricetag to consumers following the launch months down the line. The cost I paid was $20. I didn't feel it was worth to play. For those not in the know. Here's a description of what it entails in the store page.. "Play as Yuffie after she arrives in Midgar. There, she and another Wutaian operative are to rendezvous with Avalanche HQ, infiltrate the Shinra Building, and steal the conglomerate's most powerful materia. This DLC unfolds over two chapters that are separate from the main narrative, and also adds a combat simulator fight against Weiss to the PlayStation®5 version." I like Yuffie, she offers a naive optimistic view marred by her grudge in a harsh world ruled by a megacorporation. Has clear goals and her infectious go-to attitude hardly fails to bring a grin on my face. However, playing as her I realized the pitfalls specifically the linearity added nothing satisfying. Launching my big ninja shuriken to hit objects in the environment and climbing and overcoming obstacles from battling leaves me a bitter taste I find in wasabi. Outside of a handful of cutscenes with her Wutaian operative who is handsome and cool. Conveying the strange if not interesting dynamic the duo share. And that was easily the strongest aspect displayed along with a lesser extent a tower defense minigame called Fort Condor. What grinds my gears paying $20 is how little the main plot moves. Two plus chapters and a combat simulator I have no interest in. The former is heavily lacking despite trying to intersperse the duo's movements while the main story progresses back in the base FF7 crew. As a consequence, very little I enjoyed besides learning background about her once her mission finishes. A modicum of context for her soon-to-be joining with the main cast in Rebirth. And why she's acting in a certain manner. A lack of meaningful content I paid a substantial amount leaves me full of regret. I wish I had the foresight to travel in time and watch a Let's Play instead. There goes my five hours never returning. For those who adore the fullest extent granted I salute you.

Phew. With utterly nasty stuff out of the way. I can now focus on the best parts. And it's funny, I started my replay in search for validation of my troubled thoughts and came out picking spare facets I revel in.

I - Body gestures, facial expressions, and voice acting beautifully translate the 1997 3D era into the modern enriching our beloved party. The 2020 title wonderfully demonstrates this. The guy with a machine gun arm(Voiced by John Eric Bentley) is easily my favorite dude. Charismatic, body of action, gung-ho yet deep within his tough, gruff exterior lies a loving family dude. His speeches and comradery brighten my days whenever he's on screen. A female martial artist/bartender(Voiced by Britt Baron) is soft-spoken but belays a deep love for her friends. Giving a helping hand to whoever her companions are. Yet her eyeballs and facial expressions along with a fraction of timidness tell a deeper story. She doesn't display her emotions a lot, from her face, but generally her body motions. Baron's voice lends a hidden quality I found myself talking internally "Oh these cheeky buggers." That's the max I'll pass to stop myself from blurting a cool detail. Perhaps the most striking and given the maximum enhanced flair is the flower girl(played by Briana White) our merc meets later on. Wearing fully her emotions on her sleeve, she charges ahead, setting the stage yet doesn't outshine her fellow members. Trying different things and is unafraid to speak her mind with gestures and emoting so gracefully but not to the extent of over-dramatic illustrating Nicholas Cageness as some haters love to slap on him. She exudes a gentle, caring personality in contrast to the people you witness. Endearingly loveable. Complementing their physical presence is a flirty, but kind female, a not-Rambo-like dude, except very friendly and thinks with backups. An affectionate and true-to-heart guy who loves a tasty meal. And last but not least the guy with a huge buster sword on his back who I'll continue to give the benefit of the doubt behind his no-nonsense values but continues to help his comrades for a solid price. The villains to keep things short. I hate them substantially. Good job fellas.

II - Worldbuilding is satisfying to learn. The key to a decent to quality worldbuilding in my opinion is if the player connects to the lore, the relationships individuals have with NPCs, antagonists, and surrounding rules, laws, religion, beliefs, and values, presented in an effective way grabbing hold the audience, never breaking apart, fastening a desire to learn further. Here I had a deeper love for the universe entailed. Misinformation and propaganda became easily digestible and prevalent sifting through what is true and false information. I love the added depth in the NPCs. We behold how they act, their gripes given freely, their daily lives in the slums, what assistance they need, and who is perpetrating the evils nearby causing a disturbance. Adjusting their dialogue as the world moves forward. The cause and effect our colleagues undergo as beats pass. Witnessing the consequences of our actions. Enriching my proficiency. I grasped fear at the sheer scale of devastation. Helpless in my struggle to conjure meaningful methods of assistance. Warmly embraced the power of friendship. Lending a hand to those in need while meeting an angel. And helped a poor guy who seemed to have enough bad luck etched onto his soul.

III - Guided experience of linearity. Didn't mind the linearity at every opportunity. I mentioned before the linear sections needed to take a backseat and it's true. However, I appreciate the decent length and restraint of levels to hold being a maze-esque or overstaying their welcome. Grateful, exploration isn't filled to the brim with useless collectibles, an excess of loot, and a tedious length. Feels just right to be led to my next storybeat without a major hang-up stalling me. Consequently guiding me into a satisfactory mood. The commentary members' sprouts occasionally aid in removing the dullness permeating. Reminds me of FFXIII. This comes as no surprise since the director Motomu Toriyama resides with the FF7 crew. For what it's worth, it is an improvement from the hallway nature prior. Though to be frank I didn't mind them considering it was my official gateway into the franchise heh.

IV - Supplementary characterization made me smile a lot. I remember key specifics from FF7 and to behold my beloved characters now provides increased background, insight into their interpersonal relationships and human characteristics in expanded detail is one of the strongest I adore. Every person receives a modest to larger-than-life expansion for the better I reckon. A flirty armor girl surprised me. In her hidden motivations concerning family and her previous background. A splinter cell obtained considerable screentime that I previously forgot. Wedge endeared me for his loveable nature extending beyond his friends namely cats and tasty meals. Biggs worries a lot and is unable to stop overthinking things. Yet has a heart of gold. I can go on, but I believe the interesting conversations spoken out of fights and during walks heighten the sense of camaraderie and friendship blooming. Heartwarming to witness first impressions mellow out, distrust and suspicions thawing in the face of a common enemy. Giving out a helping hand, handshakes, high-fives with a motion to stand by fellow companions instead of walking away is a powerful show, don't tell. Precious bonds are forging and solidifying and it is awesome viewing these interactions.

V - The cinematography is breathtaking. I vividly remember iconic moments in the past. Thus perceiving them recreated in magnificent care is a sight to behold. Fluid animations, on-the-spot lip-sync, no out-of-character or sharp cuts. Action sequences offer an intense rush following combat during an encounter or moving along the plot. The camera is the star and I am on the edge of my seat looking forward to the next cutscene coming alive. I adore catching my beloved group shine. Panning the screen exhibits landscape shots to breathe in both the sheer beauty of the world and horror. Equally represented. I am thankful the camera doesn't move too fatal parading useless shots. I figure 90%+ of the whole work done by the cinematics is rendering shock and awe. From the biggest to smallest moments. I cannot for the life of me complain about the artistic vision. Pleased to note everything from monsters to humans, made with painstaking clarity and life. Conversations between allies are not too long or too short. Employing no waste. Made me appreciate discussions and commentary in and outside of battles. Body gestures, facial expressions, and voice acting coalesce achieving realism. Gluing on hidden peculiarities I may have missed. Antagonists also share a respectable amount of screen focus. Feeling far in tune with a darker nature behind fake placid expressions. Honestly, I'm clenching my teeth a bit whenever their presence is displayed. Seriously wish I could sockem into pancakes if I had One-Punch-Man's power. Ughhh.

VI - Combat runs optimally whereas before they staggered and walked tall. As Michael Higham first coined the term. Transforming two plus decades of the Active Time Battle(ATB) system for the 2020s is no small task. Has to be engaging, and tactical, delving into simple to complex maneuvers. FFVIIR succeeds in this aspect allowing gateways and fans a fresh, but familiar way to eliminate foes. FFXIII stagger mechanic is used, intensifying deadly blows on bosses by increasing their percentage. Spells, items, and abilities fluidly intersect. Defending, attacking, and retreating are viable options. Likewise activating a limit break. Ultimate moves by our members display a spectacle flourish as a coup de grace. A battle system worth revisiting and as someone who didn't tire of it on my 3rd run that says a lot on sheer robustness. Hard mode concentrates the finer aspects of fine-tuning equipment, materia(ability/passive modifiers during the flow of skirmishes), and proper item usage to etch a challenging win past a hard-fought match. Forming not an insurmountable cliff to climb. But a gradual incline passes the conventional rinse and repeat tactics of normal mode. Additionally, VR battles and completing optional objectives serve as a nice segway to learning the tricks of the trade. Granting a deeper fulfillment for those hungry for extended bloodthirsty encounters.

VII - New is cool and I don't care about the ancient material. And even if I did care, there is adequate 'new' content giving me a boatload of incentives to look forward to in the future. Hmph! I was imagining for a lengthy period of a scenario where I didn't play the compilation entries, or original and watched the extended media. Concluding, enough enjoyable parts to satisfy anyone(to varying degrees). In spite of my 7 mixed feelings affecting my overall experience. Yes, it is a remake, yes it is a re-imagining but it doesn't discount my mixed feelings and enjoyment. Instead, it brings perspective, reflection, and a culmination of everything I sought and gained in 2020. Everyone who loves it or almost the entire pie, is in for a tasty treat. My past self most certainly would agree. But my 2024 self I'm moving onwards over my honeymoon phase to realize the cracks forming. On the far side of splendor lies a troubled heart. I find myself beset with multiple questions on what constitutes a viable reimagining/remake/reboot. I'll probably ruminate for years to come constantly re-evaluating the ever-eluding dilemma. For now to answer what I said previously what is Final Fantasy VII Remake? It is a serviceable that could be improved remake striving to uphold, surpass, and capture new and youthful veterans. Regardless of reception, they move to the beat of their drum. Varying in results, what matters is what you think of the title. Feelings strong or minor are fair and valid. And it is as the 2015 E3 trailer prophesies.

"...there are now beginnings of a stir. The reunion at hand may bring joy; it may bring fear. But let us embrace whatever it brings..."

7/10


References and Additional Material:
DF’s 2020 Unpublished review + spoiler thoughts
2020 VG247 interview
2020 FFVII Remake Ultimania book. An interview
FF7R List and Rewards from a Guide
Original title by Michael Higham
FF7 Remake Official trailer
2015 Final Fantasy E3 trailer

Such an awesome shooter that it inspired me to join the military to protect my country

I’ll confess: I’ve never beaten a single Zelda game in my life. Sure, I grew up a Nintendo kid playing almost nothing but Mario and Pokemon, but for some reason I never really felt enticed to give Nintendo’s most critically acclaimed series a serious shot. I’ve tried out the opening hours of Wind Waker (something that I desperately need to finish one of these days) and have played plenty of scattered hours of Ocarina of Time at a friend’s house, and yet it wasn’t enough considering the series has eluded me until now. So, it felt like a solid challenge to cap off 2023, given my recent run with time loop adventure games… and that poyfuh recommended the game to me over a year ago. It took a while to muster up the commitment, but I finally got there! Feel free to take my readings here with a grain of salt given my lack of nostalgia for Zelda, but hopefully I can bring something different to the table by focusing on what impact it had upon a relative newcomer.

For lack of better words, The Legend of Zelda is an adventure game series. Maybe the adventure game series. Quite a few good friends and users I closely follow have commented about how Zelda is really a mish-mosh of different genres, which in essence forms the adventure game. Innuendo Studios has defined this as “games that tell stories using puzzles,” though this is a very loose definition as both narratives and puzzles take many different forms. Essentially, the genre has become a blanket term that has come to incorporate many different types of games. Zelda, as the platonic encapsulation of adventure games, has as a result, come to include many different types of genre-specific gameplay in one cohesive product. To sum this up, here’s a bit that I’ve jokingly brought up with friends: every game is basically Zelda, because Zelda is basically every game.

What I’m trying to say here, is that Majora’s Mask, much like the rest of Zelda, is not so much about any one single game mechanic so much as the coalescence of them all. No one particular element is going to stand out as exceptional because many games before and after have surpassed them, but the whole is certainly greater than the sum of its parts. Much like how a classic adventure game is a fusion of different game mechanics, Majora’s Mask focuses on the intersection of different narratives and activities to evoke “the adventurer’s spirit.” It’s very easy to be critical of specific mechanics and ideas presented within the game in isolation (and I absolutely will be due to my point of reference), but they nevertheless come together to create a game unlike any other.

I suppose the easiest way to explain the premise of Majora’s Mask is to describe it as a cross between a metroidvania (item/ability gating) and a mystroidvania (knowledge gating). The time loop facilitates both of these aspects: as Link repeats the three-day cycle to gather information regarding Termina’s workings, he also gains new key items (both classic Zelda tools like the Hookshot and masks to wear/transform), learns new songs for his ocarina, and gains access to new areas and allies that can further aid his progress. The pressing issue then, is that Majora’s Mask doesn’t fully lean into the strengths of either genre.

Majora’s Mask feels underwhelming when compared to traditional metroidvanias, because key items feel underutilized. Much of this is due to the lock-and-key nature of the puzzles. Classic Zelda games focused on items with multiple facets via both dealing damage in fights and traversal/exploration: one classic example is the hookshot, which can let Link grapple up towards wooden surfaces/chests while also acting as a ranged weapon capable of pulling items and enemies towards him. However, Majora’s Mask focuses on the collection of masks as the vast majority of key items, and most are used for one exact situation (i.e. Don Gero’s mask lets you talk to frogs) and nothing else. Additionally, the masks aren’t very balanced in terms of utility, as some masks are useless once obtained (i.e. the Troupe Leader’s mask) while some are so conventionally strong that you’ll be constantly relying upon them (i.e. the Bunny Hood increases Link’s running speed and agility, so it’s a godsend for general traversal and boss fights).

On the other hand, Majora’s Mask also feels a little lacking as a mystroidvania, because there’s relatively little observation involved when compared to similar titles. The Bomber’s Notebook is your main tool is your main tool to keep track of everyone’s schedules across the three-day time loop, but it’s a bit limited in scope. There’s only twenty inhabitants recorded with schedules, and of those twenty, at least a fourth of them can be stamped as resolved by simply speaking to them once at the right time with the right item/mask. In fact, there’s only two side-questlines that force Link to commit to strict and specific time limits across the three-day cycle (Kafei and the main Romani Ranch quest). As a result, completing the Bomber’s Notebook is surprisingly straightforward, and usually doesn’t require more than one iteration of the time loop to follow and solve each case, given that Link has the appropriate items on hand when necessary.

That's not to say that the time loop is a net negative in the scope of Majora’s Mask, but rather that in comparison to other time loop games since then, it doesn’t capitalize as much in its execution. For example, there is very little usage of the time loop in regards to its four main dungeons. As Scamsley has pointed out, the presence of a time loop should lend naturally to speedrunning (via both knowledge gating to clear the dungeon faster with skips and ability-gating to use obtained items for shortcuts), but this is more or less made redundant by beating the dungeon’s boss, as the game is content giving you a direct teleport to refight dungeon bosses in subsequent resets instead. Additionally, almost all of the time-sensitive content is located within Clock Town; while it’s quite satisfying figuring out how schedules play out in the main hub, it feels like a squandered opportunity to not include enough specifically timed events elsewhere to fully utilize the three-day cycle. The presence of owl statues throughout the map sort of speaks to this; rather than have the player spend time traversing on foot and potentially stumble upon other time sensitive events, the developers would prefer for players to jump to whatever destinations they had in mind as to avoid wasting time in areas where these time-sensitive quests didn’t exist.

On top of all of this is a general clunkiness that exists between many of the game’s various systems. There’s just enough quality-of-life to where the game feels thoughtful for its time, but also plenty of wasted time here and there that made me wonder if the developers could have gone a little further. The sheer number of key items in the menu is a huge culprit; with only three key item slots accessible at any time (and the ocarina/three transformation masks constantly taking up slots), the player is constantly roaming through the four menu screens to select the appropriate item for each situation, and it’s made worse because most items are used once and then immediately replaced as a stream of inventory puzzles. There’s also a ton of downtime from having to watch the same cutscenes over and over even if you’ve seen them in previous loops, and from being subjected to the same non-skippable Song of Soaring animation every time you teleport to an owl statue. At the very least, you can skip the mask transformations once viewed for the first time. Parsing through the three-day cycle can also be a bit annoying; the Song of Double Time does at least let you skip a full twelve hours ahead to the start of each day/night cycle, but oftentimes the timed events in question begin at midnight or midday, meaning that you’ll have to wait around for a few in-game hours since the Song of Double Time plants you at 6 AM/PM. Finally, I think it’s an interesting idea resetting the player’s rupee and general ammo count (i.e. bombs, arrows, Deku Nuts, etc) with each new loop while allowing the player to farm pre-existing Rupee chests that have been opened in previous cycles. However, while there is a bank that allows the player to store Rupees between loops, there’s no item storage facility to stockpile ammo between loops, meaning that the player will likely spend a few minutes at the start of each loop whacking bushes and enemies for basic resources (or at least eat into the player’s account to buy supplies at shops, if they don’t spend time farming chests for the Rupees instead).

Honestly, this is just the tip of the iceberg when trying to judge Majora’s Mask against today’s standards of what we consider a “good” adventure game. I do have other scattered complaints, such as boss fights being generally underwhelming (I might have legitimately spent more time fighting dungeon mini-bosses than the four main masked bosses themselves), certain tedious side-games like the RNG-heavy Dampé grave digging or the Goron race with rubber-banding AI, a few overused mini-bosses such as having to fight Wizzrobe six different times, and how outside of the Stone Temple, mask abilities are never satisfyingly blended together in puzzles/quests. The cherry on top of all this is the presence of the Stone Mask, which I’d say is a bit too good since it lets you completely ignore most dungeon enemies. That in itself made me question the quality of that one forced stealth section in Great Bay; if the optimal solution is to wear a mask which lets you outright ignore the entire system, then should it even exist? Even from the perspective of someone who’s never cleared a Zelda game before, I find myself nodding in agreement when others claim that Majora’s Mask shows its age a bit more than Ocarina of Time.

But that’s not really why we play Zelda games, right? Despite the clunkiness of some mechanics and the many areas of potential improvement, many of us are willing to sit through and accept these flaws because the general experience is the selling point. The obvious argument to be made is that while plenty of MM’s mechanics feel undercooked, the actual mechanism of gameplay is constantly shifting about to suit the specific context. In a sense, Majora’s Mask can be viewed as an antecedent to the modern possession game: the basic control scheme remains the same regardless of the mask worn, but the functionality of the basic control scheme differs. This allows the game to stick to a grounded and consistent formula even though Link’s toolkit is constantly evolving on the fly, and while there are occasional moments of jank from certain side-games, most are over in a flash and still contribute positively towards the final goal of gaining enough knowledge and utility to prevent the impending crisis.

Essentially, many of the previously mentioned shortcomings end up inverting in on themselves. While Majora’s Mask has plenty of rough edges due to its rushed development and heavy re-use of assets, it’s these rough edges that lend so much towards its personality. I love how absolutely absurd and deranged the writing becomes, and the adventure game structure lets Majora’s Mask take complete advantage of the situation. One minute you’re tracking down a circus performer so he can spill his life story about joining an animal troupe since humans are also animals, then the next minute you’re fending off these zombie lantern alien ghosts with searchlight eyes so they don’t kidnap your new friend and her cows before the sun rises. The seeming lack of focus with the constant barrage of minigames and side-quests keeps the player constantly guessing what the next twist of events will bring, and the game is more than happy to ask rather than answer questions.

The backing time loop connecting all of these events together is really what drives the message home. Even though it’s absolutely tedious having to watch the same cutscenes over and over again, nothing illustrates the plight of Termina more starkly than forcing players to endlessly relive the day’s events and realizing that they are the only chance this world stands at reaching a new timeline. The ending credits bring such a gratifying emotional rush because the game deliberately withholds any semblance of permanent catharsis until you finally break through. You can’t help everyone in a single time loop, and they will never be free of their troubles until the moon stops falling. Until then, they’ll be hopelessly repeating the same tasks three days at a time, waiting for the dawn of a new day that will never come.

At the end of the day, I could keep finding things to nitpick about Majora’s Mask, but I also can’t imagine the game without these shortcomings since they form an integral part of the game’s identity. The masks might be glorified gimmicks, but they’re fantastic symbolism that are forever carried with you upon your journey even as time is constantly erased, and ultimately strengthen the adventure game aspect by assigning you new tasks to peruse. The time loop might not be fully utilized outside of Clock Town and contain extended gaps of waiting to get to important events, but it’s the forced repetition of the three-day cycle’s events that enforces the gravity of the situation upon the player. Individual characters aside from Skull Kid might not have the fleshed-out backgrounds that I had hoped for, but it’s a non-issue when Majora’s Mask is ultimately the story of Termina itself, formed from the intersecting schedules of all the different characters and elements at play. Separately, I think all of these elements are easily picked apart, but meshed together, they contribute to this pervasive nightmare of abject misery where even in the face of imminent death, fleeting moments of joy and comfort are enough to humanize the fantastical elements of Termina and keep the player moving forward towards a better future.

The story of and surrounding Majora’s Mask fascinates me, especially when learning that director Eiji Aonuma has since expressed regrets regarding its development. I and many others, however, see nothing to be ashamed of with their final product. If anything, Majora’s Mask is classic Nintendo at its core: instead of making a product that was visibly better than its competition, the developers took a chance and sought out to make something that was visibly different. The Wii is often cited as the most prevalent example of this “blue ocean strategy," though I firmly believe that Majora’s Mask was Nintendo’s first notable crack at it. Having to follow-up a game considered by many as the greatest of all time with an even shorter development period was a daunting ask, but as far I’m concerned, they absolutely succeeded. It doesn’t matter that other time loop adventure games have since outclassed their grandfather; there’s simply nothing like Majora’s Mask, and I doubt there ever will be.

My first Donkey Kong Country game was Returns for the Wii. I got it for Christmas the year it came out (that or it was 2011 I forget) and I remember being so excited to play it. While nowadays, I'm not the biggest Returns fan personally, I can't deny it started my love for the DKC series. Once I got into Super Nintendo games with Super Mario World and Yoshi's Island, I decided I wanted to play the very first Donkey Kong Country game since at that point I still only played Returns. I bought it at my local flea market I believe and really enjoyed it. I mentioned how Yoshi's Island always reminds me of the weekend, since I would play that a lot during that time, and the same applies here too. While I think the sequel does everything this game does but better, I still think the original is a really fun time.

The general gameplay of Donkey Kong Country is you run, jump and roll. Those are basics of course, as each level has other aspects that change gameplay up like barrel cannons you can shoot out of or ropes you can jump on but the general gameplay is pretty simple. The controls are basically perfect, rolling feels super good to perform, and if you know the layout of the levels it's very easy to just speedrun through levels since both Donkey and Diddy are relatively fast. Speaking about the characters, Diddy Kong's first appearance was in this game, and he honestly upstages Donkey Kong. If you get a DK barrel, you can get the other Kong along and they basically act as a 2nd hit. You can switch freely and this is helpful since they each have different attributes to them. Donkey Kong is slower but heavier so he can kill certain enemies that Diddy can't. Diddy just feels better to play as he's faster than Donkey and also has a smaller hitbox. Both are valuable, but Donkey is more situational and is mostly just used for one enemy type (and even then, Diddy can defeat them by rolling into them) so Diddy Kong is my much-preferred Kong to use.

As for collectables in the levels, you have bananas of course. The main plot involves King K Rool stealing DK's banana hoard and he must go after him and his baddies to obtain them back. I think the reasoning behind there being so many littered throughout the levels is he just dropped them or something but either way, they act as coins and getting 100 earns you a life. You can collect letters that spell out KONG and they also give you a life. You can also collect these animal buddy tokens, and getting three of a specific buddy lets you collect these stars, and every 100 you collect ALSO gives you a life. Besides all this, you can also find secret bonus rooms. These all contain all the aformentioned items, or just lives straight up, but these can be a pain to find. I wouldn't have an issue normally since these are optional bonus rooms so it makes sense they'd be really hidden, but getting every single one is how you get 101% in the game, so if you're a completionist you must find them all. The real issue then is, a good chunk of them are just kinda bullshit. You'll have some that are very easy to spot and are self-explanatory. But then you have ones that are completely hidden and sometimes even require blind jumps into pits. I know they wanted you to buy a guide or a Nintendo Power back then to find these locations, but I don't find random pit bonuses or random breakable wall bonuses fun ever. I used a guide for like 80% of these cuz I only ever 100%ed this game once before, so I forgot most of these. The sequel can be like this too, but it generally handled bonus room locations a lot better. Alongside all the collectables and bonus rooms, you also have animal buddies. These are fun as they change up the gameplay slightly. Rambi can kill usually unkillable (unless you have a barrel) enemies by running into them. Expresso can jump a bit higher and float over large gaps. Enguarde swims faster in water and has an attack you can perform. Winky...well Winky just jumps really high, tho he can also jump on usually harmful enemies too and he's honestly underrated. These guys appear enough where they don't just feel like one-off gimmicks or anything.

The levels themselves are generally well designed. They're simpler than the sequels, and I feel like there's generally more bullshit due to enemies suddenly appearing on screen randomly, but there's a nice flow to the levels. Visually, I think it just looks alright. The characters themselves looks good, I just think some of the backgrounds don't look great compared to others, and definitely compared to 2's backgrounds. I think it also doesn't help that the level themes aren't too interesting in this game. You have jungles and mines and factories and Mayan temples and some of these are more unique than others, but they don't exactly lead to very vibrant colors. When it hits, it hits. The one jungle level with the sunset is really nice and I like the ice caves. The factories are kind of cool near the end too, but overall, I think the level settings can be a bit bland here. Not like Returns tho, since that is very formulaic with its level themes but compared to 2, 1 is not as good in that regard.

The bosses in this game are kind of a joke. All of them, besides King K Rool, are incredibly easy and just feel like a slightly tougher regular enemy. They could've easily had no bosses and it would've been fine so I guess it's not like they detract from the game too much, however 2 did bosses way better.

This may be my hottest take though. I don't love the OST. A big reason for that is most of the OST was in Returns, and so I had always felt there was an identity crisis with this game which is not the game's fault and is more a me thing because I played Returns first. Even outside of that, some of the songs I just never really got into...but objectively the OST is quite solid. There are still bangers like Aquatic Ambience and Gang-Plank Galleon of course. Also a shoutout to Fear Factory, that one's nice too. Even though I don't love the OST, it's still good overall, I just much prefer 2's tbh.

I've kind of been complaining about things here or there despite praising the gameplay. Something else I'll praise about this game tho is its Rare charm. Animations are very charming between characters. Donkey and Diddy both get terrified when you're at the edge of a cliff. They do a charming celebration whenever you defeat a boss or complete a bonus room. Diddy Kong throws his hat down and stomps on it when he loses a bonus room. The dialogue between the other characters like Cranky or Funky or Candy are very charming too. There's a fake-out Kremlin credits that happens when you get halfway into King K Rool's fight, and the actual credits have humorous cutscenes between characters. Not only is this game charming as hell, but it also created all these well-known characters too. We wouldn't have Diddy Kong or Cranky Kong or Funky Kong if it wasn't for this game. We wouldn't have my man K Rool either, he's such a memorable villain. The Kremlins themselves are very memorable and cartoony. I think besides the actual gameplay, the best thing DKC1 does is the worldbuilding and charm. Before this, we just had DK and DK Jr. It's all thanks to Rare, that we have as many memorable characters as we do now.

I may have some issues with this game, and I think 2 fixes them all pretty much, but this is still a classic for a reason and is staple Super Nintendo game. I was honestly thinking about dropping this to a 7, even up until writing most of this review, but it wasn't until the paragraph before this did, I really ponder and think about how many staple characters this game created and just how charming this game is in general. It's very important to entire DK series as a whole and is a very fun platformer at that! However, as I've said several times in this review, 2 is better in every way and I'm going to be replaying that soon so stay tuned for that review!

"fuck it, finally a fantasy"
~fred durst (2021)

consistently fun but bogged down by way-too-frequent mmo-esque fetch quests, a dogshit main antagonist and jill's comical lack of characterization

when it hits though, it really fucking hits. clive is a terrific lead, (kupka is also a fantastic rival) every major set piece manages to one up the last and the combat, while a bit easy for an action game absolutely braindead, is really fucking fun

only ps4/5 game thus far to feel like a truly "next gen" experience and a crystal clear reminder of the heights this series can reach when it's not rife with developmental problems

edit: that last line is still mostly correct but not in the way i'd like. it's certainly next-gen in terms of scope and scale with regards to spectacle, but the actual writing is piss poor. this was very much a honeymoon game and ng+ made it clear. xvi feels like a first draft

All the way back in 2017, I played Persona 5. I picked it up on a whim the day after it released, because my friend loves the Persona series and recommended I get into it, and not too long after I was hooked. That same friend also gave me SMT4 around that same time and I didn't really get into at all. But it did get me more interested in Megaten as a whole. Fast forward to the Summer, I go to TooManyGames 2017. I remember seeing the Persona 5 collectors edition, man good times. Ah anyways, I also stumbled upon Persona 3 FES and Persona 4 inside a glass cabinet along with some other Megaten games. Naturally of them all, I was most interested in P3 and P4 seeing as I was a huge fan of 5. Knowing the price of the Raidou games, I wish I picked those up then since they were only $30 but in the end I bought both FES and P4. Oh, not at the convention btw. I bought them off eBay the day after cuz I realized you could get them for cheaper there. Anyways, to this day I still haven't touched vanilla P4 since I played Golden. But FES, I picked up and dropped several times over the years. I really don't know why it wasn't grabbing me but the furthest I ever until this most recent playthrough was the first full moon operation on the subway. Either way, I can say I've finally beaten Persona 3 FES and I'm happy to say I ended up enjoying it overall.

Let's start with the story. I think overall, it's good and has some really fantastic moments. The beginning scene where the MC awakens to his Persona, to the whole turning point in Junpei's arc near the end of the game (if you know you know) to the whole last hour or two. There's some super good moments throughout the game, I just wish the story's pacing was better. After the MC's awakening in the beginning, I found the story to be super slow up until the middle of the game where it starts picking up again. Then near the end before the grand finale I found it dragged a bit. Pacing-wise, I thought it was the worst of the nusona games but specific moment-wise it's some of the best in the series. I do think the whole theme of facing death head on and not being afraid of it and making the most of life is super strong though, especially in the end-game. They really hammer that theme into you by the end but it works really well.

The main cast is solid overall but it can be a mixed bag. I really liked Akihiko, Yukari, Junpei and Aigis by the end of the game. They all felt really fleshed out and I just liked them the most. Mitsuru is decent but I expected her to be better, idk why I found her somewhat bland. Fuuka and Ken are the definitely the weakest party members imo and a big part of that, besides just not caring about their characters as much, was their voice acting. This game has really solid voice acting (the 4 characters I listed at the beginning) and then it has some really awful voice acting (Fuuka, Ken, Shinjiro, the chairman). Fuuka especially man, she sounded more robotic than Aigis it's crazy. This no doubt took me out of the story a bit just cuz those 4 are so prominent. Oh and can't forget Koromaru, interesting that he's the only normal animal sidekick in which he doesnt actually speak but he's a good boy nonetheless.

Going into more of the game's characters, let's talk about the social links. They're a bit more hit or miss in this game compared to 4 and 5. Akinari may be the best social link in the entire series with how good it is. I was tearing up in literally every rank, no doubt due to the music that plays during it. Yukari, Maiko and Chihiro were probably my favorites then after Akinari. I didn't even think Gourmet King's was bad like some people say considering his whole backstory and everything making me sympathize with him. However, a lot of the others I just thought were decent, very meh or just straight up bad. The worst by far was Kenji's, one of the worst in the series imo and just such a nothing Social Link. Same with Bebe, just did absolutely nothing for me. I didn't love 4's social links either but I think overall they're better in that game, especially since there's no male party member SL in 3. Yeah that's a weird omission, along with being forced to romance all the school girl social links, just overall the weakest of the nusona social links imo. It's not a terrible first try at the social aspect tho, but it's clear it's the first game to try to tackle it. 5 definitely has the best social links I think even if there are a couple duds in that game as well.

Something I actually dissed on stupidly was the game's soundtrack. Idk what was wrong with me but I originally just thought it was out right bad (besides battle for everyone's souls) but have since realized it's actually a super great ost, liking it so much now I think I like it more than 4's soundtrack. 5 is still easily my favorite but never did I think I'd like 3's ost more than 4's. Some of my favorite songs were the aforementioned Battle For Everyone's Souls, Joy, Living With Determination, Memories of the City and many more. Honestly, absolutely insane how much my opinion on the OST changed but I'm super glad I can see now why people love it so much.

Just a couple of random things I liked before I get into the combat. I really like that in part with the theme of death, every single party member experiences the loss of a friend or relative throughout the story. It really makes the dorm's friendship more believable since they can all relate to each other. The 2nd awakenings are easily the best in the nusona games simply because they aren't tied to the social links and are apart of the main story. Really felt impactful, especially Junpei's goddamn man. Also really enjoyed the atmosphere, mostly in the Dark Hour and Tartarus. Seeing how each Tartarus block would look was fun.

Speaking of Tartarus, it's one of the most contentious aspects of the game (along with tactics of course). Some people really love it and some people despise it. Me? It's not terrible but it's definitely the worse of the Nusona dungeons imo (yes I like 4's more) and probably the worst of the PS2 megaten games in terms of its dungeons. Absolutely does not touch DDS1's dungeons for example, but I didn't hate it overall. At first, I was just not getting into it but after a while you get used to the flow of doing a bunch of floors, then social link stuff then Tartarus and repeat. Near the middle of the game is where I was sort of getting burnt out on it a bit, especially since you do have to grind in this game and around that point I feel like enemies weren't giving great exp. Maybe I was over leveled then, idk but near the end game I was getting loads more exp and my personas were actually good so I got over my burn out near the middle of the game. Either way, Tartarus is just meh imo. Thematically it works but gameplay wise it leaves a lot to be desired.

Funnily enough, I ended up thinking more positively on tactics this time around. I still definitely prefer controlling your party members, but tactics works really well for the most part. You just have to not be dumb and engage in the mechanic. If you simply set your party to act freely all the time, then yeah they're gonna do whatever and are more prone to do stupid shit. But if you set them accordingly then I don't see the issue at all really. In fact I found it fun the more tactics you got as you progressed. Though, one issue I personally had is when I want a group heal from Yukari. Someone is super low on health, while the others aren't as low but are still missing a chunk of their health. If only one party member has less than 50% of their health, then she'll single target them and that's it. In that case, I'd want to be able to control my party members but that was about it really. One more still doesn't touch press turn imo, and I'd take controllable party members over tactics I'd say but this game clearly is built around tactics and it works really well.

Honestly, super glad I ended up enjoying FES, even if it's my least favorite nusona and my least favorite PS2 Megaten game. I was expecting to actually dislike this one cuz that's how I felt the few times I tried to get into it. It has its faults but it also has its highs and yeah I recommend playing this even with Reload out now. It may fix some of this games issues idk, but this is still a good time I'd say. Going onto almost 7 years since I got into Persona and Megaten as a whole and I'm just happy to say I've beaten all the nusona games now!


To me, Katamari Damacy is the margherita pizza of video games. It's one of the simplest yet most innately fulfilling concepts in the medium: roll up things with your ball to become big to roll up more things. While this description is accurate however, it doesn't do justice towards the game's underlying complexity. Committal tank controls combined with the seemingly strewn about yet carefully placed objects of varying sizes means that Katamari forces players to consider both the micro and macro design which the game effortlessly excels at. The player must weave in and out of clusters of increasingly large objects, building up their sphere while also mapping out the optimal paths (snagging relevant objects while factoring in how their shapes, once collected, will alter the roll) and keeping in mind how larger objects must be avoided at first and later consumed in the growing mass as the world appears to shrinks around you. For this reason, I think it's not just a simple power fantasy, and instead more closely resembles pure obstacle escalation. Katamari Damacy really drills in the sense of player progression from how the world unfolds from sense of scale (which is why it gets away with only three distinct stages) and even seemingly inverts its own concepts with side stages that force you to avoid smaller themed objects just to get your katamari to the perfect size for the ultimate outcome: the reward is made that much more gratifying with just a bit of restraint.

This all works seamlessly because Katamari is the king of player feedback. It can certainly feel frustrating at first, getting tossed around like fireworks by these moving objects that dwarf you, but the game knows exactly how to communicate your inherent progress. As your ball exponentially swells, these moving objects go from sending you flying, to lacking any significant impact upon contact, to eventually spotting the player and running away from the growing catastrophe. There's nothing more viscerally satisfying than coming back to mobile obstacles that were pushing you around and flattening them, hearing their cry as they too become stuck in the jumbled mess of rolling flotsam while the King of the Cosmos quips in the background. Simply put, the concept never outstays its welcome.

Going back to the opening metaphor, it requires much finesse to make all these different concepts sing together with little friction in a video game, this fusion of audio-visual presentation and player input. That said, to successfully disguise its intricate design and depth beneath its far-reaching artistic vision and simple yet realized gameplay mechanics takes a master's touch. Katamari Damacy does not try to explain why it works or how it succeeds, because it simply is, and it just does. Perhaps I've moved onto greater and grander things since that have built off of this, but I have to admit that sometimes, you just can't beat the basics in life. It's always worth going back for a slice or two every now and then, just to remind yourself that this is why video games exist in the first place: because underneath all this talk of focus and cohesion, video games are just goddamn fun.

Also, it's fantastic hangover food for you and your buddies after a long night, when they come calling you for content and suddenly it's 3 AM in a packed Discord call where everyone is wailing "YOU'REEEEE LONNEEELLLY ROLLING STARRRR" as this growing, screaming ball of flailing limbs bounces helplessly about for yet another awry creation. Let the good times roll.

Yup. I did it. I never thought I'd ever beat this thing back in 2019 when I attempted it (wavedashing filtered me) but not only did I learn that mechanic totally, not only did I beat Farewell...I got the moonberry baby! It took me over 8 hours and almost 3000 deaths but I did everything the DLC has to offer (besides the golden strawberry ofc).

I mentioned the visuals being lovely for the base game and in farewell it's on another level. I love the use of color used in this stage and the cosmic jellyfish look is super awesome. I also think the mixtapes floating through space was a really nice touch aesthetically.

The OST is still solid but it actually has my favorite song in all of Celeste and it's right near the end too. The song that plays on the last screen is so so good and fits really well. It's the end of a super hard super long final chapter and the song is all triumphant and emotional it's so good.

Speaking of that final screen, I honestly didn't think it was too bad. The fact I had to do it several more times after beating it to attempt the moonberry run made it actually quite easy. There's another infamous room where you have to wavedash into a wall bounce off a moving block and that one was definitely hard but it didn't take me long...only like 15 mins I think? The final screen from 7-C was still hands down the hardest and most time consuming screen imo. Either way, besides some really difficult screens, farewell wasn't absolutely soul crushing like I was expecting but it was definitely a lot of fun.

The story this time around has Madeline having to cope with the loss of granny and I think it was really well done. It was emotional, especially near the end, and the reveal that Theo's grandpa and granny were friends was a great reveal. I also loved how young granny looked just like Madeline, that and the fact they both went to climb Celeste made them being friends more believable.

So yeah, this DLC chapter was awesome and I still can't believe I beat it and got the moonberry! I was thinking an 8 at first but like the base game will give it a 9 for now. This one has a higher chance of me bumping it down but like I said, for now it's a 9. Also, sick ass game cover btw, it's awesome.

I would like to thank the Game Awards for bestowing the Content Creator of the Year award to I, DestroyerOfMid

This game still sucks ass though, why did it win GOTY

Despite being a fan of Mario Kart, I only ever played the newer games (DS and onwards). I never touched anything that came before, and that's like half of the games. While I'd still like to play 64, Super Circuit and Double Dash, I figured I'd play the game that started it all. My dad used to reminisce on how he loved playing this game with his friends back in the day, so I figured it would be a fun time. Sadly, I was mistaken as I found it to be kinda sucky.

I'll start with the good parts though. The game's visuals are pretty nice even if the mode 7 can be sort of weird on certain stages. In general though it's nice and colorful and looks good for a SNES game. The ost is also decent with some really solid tracks here and there. I also found the first cup to be alright course-wise even if I ended up only getting 2nd place.

That's it for the positives however, because as a whole this game is just unfun. I said the first cup was alright course-wise and while that's true, I still had an issue with the controls while playing through it. This game is so slippery, if you bump into anything you go flying. The drift feels so loose and is tricky to use, so you'd wanna use it as little as possible. However a good majority of the courses have so many sharp turns in them, you're forced to use the drift. That plus the bumping everywhere aspect just make's it super frustrating to play.

That's not even getting into the CPU's that actively cheat by just having stars whenever they want. I played on 100cc and they were brutal, I'm surprised I was able to get 2nd in the first cup. Once I got to the 2nd cup, I lost halfway through and because I wasn't having much fun to begin with, I just decided to play through the rest of the courses on time trial mode. You can't even unlock special mode until you beat the first three cups on 100cc, which I just said screw that. Oh also the courses are lame for the most part in terms of theming cuz, with the exception of Rainbow Road, they repeat two to three times each (with Mario circuit appearing a whopping four times) and just feel so samey.

Sadly I wasn't able to enjoy this like I thought I did and I think I'm maybe being a bit generous with giving it a 4/10 cuz I really did not have fun. Rainbow Road having an absolute banger song may be why I am not rating it any lower idk lol. Now I'm worried for Mario Kart 64 even tho I've heard good things about it.

In an IGN interview conducted last year, when asked about Armored Core VI’s approach to difficulty Masaru Yamamura(director of AC6) replied “...What we wanted to focus on was really intense and tough mecha battles. We have generally tried to keep it on the challenging side, but it's not to say that it's a flat difficulty line throughout. We wanted to have some nice tempo changes and some nice mix to the difficulty and the level of challenge.” My dude. You did it! I can’t get enough of these clashes! Intense 1v1 duels. Where overwhelming forces meet nimble mercenaries evading missile barrages and bullets galore. Minibosses are spared no expense either. Feeling menacing and tough to beat. Without the right setup, I probably would’ve sweated buckets straining my body and mind to the very limit. I’m so engrossed to the extent, I am reminiscing the good old days from AC Last Raven(ACLR) and AC For Answer(ACFA). Already completed everything I could within three playthroughs. Now I’m soaring across Rubicon’s skies again in my fourth run. Armored Core is back! Blazing, burning, and brightly across nearly all points. If that’s not enough to get your engines running hot, remember Rainn Wilson from ‘Mechless Mutual’ has you covered. Dude seems familiar… probably from some Office tv show.

For those who don’t know AC in general. It is primarily a third-person mecha shooting game. You control a silent protagonist who pilots an Armored Core(AC). Accepting corporate contracts, building up funds, and in doing so, retool their mech when needed. The story is not the strongest you could entice anyone to dip in my opinion. And the IP isn’t renowned to resonate with everyone due to mediocre scores. Outside of outliers. Yet despite all odds the latest installment blasts beyond the mediocre to land among the highest of highs. Penetrating through the nicheness of a twenty-six year long legacy. And still retain the number 1 spot in the UK. Proving without a shadow of doubt, FromSoftware has clearly learned from their past mistakes.

ACVI is no different from its predecessors. But there’s a catch. For the second time in the series, we're not on Earth huh? We're on Rubicon 3. So a new playground awaits us. Coral, a substance found on the planet, is discovered to be both an energy source and a data conduit. Becoming a hot item to advance humanity further by leaps and bounds in the technology sector. Perfect! Our plans proceed on the transhum- until their research causes the Fires of Ibis to occur, combusting the surrounding systems to flames. Fifty years later Coral has been detected once again on Rubicon. And so begins the rush of corporations heading there. To utilize Coral and restart their selfish endeavors regardless of the planet's inhabitants' wishes. As Augmented human C4-621, callsign Raven. You follow orders from a handler named Walter, accepting contracts in the hope you will become free someday. That’s the gist you need to know to get started.

ACVI's story pulverizes its way to being one of the strongest I’ve witnessed in the franchise. And it means a lot compared to previous plot beats. Past games in the story department are usually presented in a simple manner. With hardly any cast to back the main character. Offering no connections, no relatability and no personal motive in conjunction to the protagonist. Recent entries try to break the mold, but more or less most missions are too short and disconnected offering no before or after action report to connect both main/side cast to the narrative. And main objectives all too basic and not noteworthy for a mecha story. For ACVI in comparison, they have all those opposite qualities in spades. Not so much to expect from other powerful games with enthralling story hooks to tell. Here, no hand gently feeds the player, instead we must piece it together from the text given. 621 is offered choices on what divergent missions to accomplish. Therefore, impacting the outcome of the narrative. Equating to three different endings. I find it hauntingly similar to how the Nier series implements them. But not the same. Beyond the corporate duties is a slice of trans humanism and more I won't say due to spoilers. The beats detail unfamiliar roads the first path did not tread. So its a good incentive to keep going past the end credits and see what the rest have to offer. Personally I found it a must to see the fights, new dialogue, new mission structures etc. I like witnessing all the endings and the progression is slightly altered via the storytelling. If I were to rate them. I’d say NG++ = NG+ > NG. The NG is still good in my books. I’ll talk further later since I feel it is an improvement, but there are a few things to be concerned about.

A satisfying gameplay loop emerges in a multitude of factors: the extensive customization in equipping light, medium, and heavy parts to outfit your robot killing machine. Think of it as post-apocalypse deadly legos. Except building a mech twenty to fifty times the size of humans. Become a bulky tank capable of withstanding the hardest of blows. Go for a tetrapod Think crab legs and hover in the air taunting peons below who can’t reach you. Go bold and embrace the small and nimble builds to become an ace. Ace Combat?? Close man. Except you can pilot it, and shoot any kind of weapons you can think of: plasma blades, shotguns, gatling guns, rifles, missiles, bazookas, shields, etc. Forget the robots of the past. Moving at a sloth’s as if you’re a Mechwarrior. No man. Front Mission? While I’m excited we're getting FM2 soon. No sir! Not turn-based! Well, how about Xeno mechs? Getting warmer my friend! What Armored Core excels beautifully is the sheer mobility you can outfit in nearly any direction. They’re the only franchise I’ve played thus far within the genre to go insane in movement. Whereas others take a different approach going for heavy mechs. AC has no qualms about letting you fly like a Gundam or Macross unit and I for one am here for it! Combat is frenetic, chaotic, and incredibly dangerous. Show no mercy against hordes of mechanized enemies, head into a facility to wipe out pesky spider units. Blast foolish laser bugs in the air. Fight epic duels versus other mercenaries to the point of being outgunned and outmatched. Not always though. Face off in epic David vs. Goliath meets Shadow of the Colossus robot-type battles. Yeah, I kid you not. Look up at the big machines dwarfing your size to the point that if they land on you, the aftermath will show nothing but bent, broken machine parts lying on the ground.

Building on the older blueprints in the series, there are so many callbacks. AC2 to Verdict Day. And probably more from AC PS1 games, but I still need to play those one day I'm quite astounded at the sheer effort FromSoftware crafted. Not so much to inject nostalgia bait, but carefully done so I'm not in a reference-filled theme park. Taking lessons in the Soulsborne aspects, Sekiro and heck Daemon X Machina(DXM) An anime-like AC game in all but name, is spared no expense! And the result is quite remarkable. Sekiro’s posture and stagger are reformed. Called ACS(Attitude Control System) Once any enemy craft accumulates enough damage they are left in a ‘staggered’ state. Becoming immobilized and any incoming damage transforms into critical hits. Effectively harming the unit a great deal. After a short period, they can regain their normal status and thus you must break their ACS again. A wonderful rule to abuse against foolish adversaries. Personally haven’t seen such a regulation in older titles. Fights escalate becoming strategic and wary. You are not exempt from the rule. So watch the ACS bar! Moving on. Felt DXM inspiration. Which is ironic since they look at AC for inspiration heh. Mainly the banter and colorful cast. Full of interesting personalities and a pleasant range of voices to keep them distinct. Hearing Michigan’s voice akin to a drill sergeant praising you while delivering lines of “Maggot!” Lives in my head rent-free. Rubbing steel arms with fellow mercs. Becoming buddies. However every so often certain individuals are slow to the point of snails and irritating, bringing all the arrogance to show their superiority to you. Yet this doesn't detract from the personable buddies, which is such a rare sight to see in an AC. I love it! A better attempt than past operators sounding your ears off in a monotonous voice.

Repair kits are awesome and something I never expected. But holy moly after using them, I’m 1000% onboard. Should be a mainstay in the franchise. Please, Hidetaka Miyazaki, I'm begging you. Granted pilots only hold three charges and no we can’t upgrade them like in the Souls IP. Like ten in our pouches to chug. Honestly I’m still in disbelief, we possess essentially mecha estus?! What?! A WD-40 mixed with an elixir of life?! But hey I’m not complaining. The inclusion of the feature works wonders to recover your extra armor points(AP) to live. Also, Human Plus is back, kinda. By defeating opponents in the Arena you gain operating system chips to buy and upgrade your mech. Granting passive skills you don’t need to equip except core expansions. Amplifying the damage done in various categories. Kinetics? Sure. Plasma? Sure. Explosions? Buddy… Sign. Me. Up! There’s more to unlock, but suffice it to say outside of these elements. All upgrades you buy are permanent. Meaning I see no reason not to undertake the Arena to finish off all opponents. And in turn, upgrade your body. Trust me. Increasing repair-kits recovery is a godsend. Moreover, missile superiority is packing heavy blows. Reminding me of AC2 missiles, fascinating villain presence makes a triumphant return. And solid variety in missions. Demonstrate consistent superb points across the board. To the extent objective parameters are given fair treatment: Defend against waves of enemies, stealth tasks, escaping a map, etc. My nostalgia is somehow stroked. Alongside certain themes cheekily reappears in another fashion. AC Nexus isn’t spared either, the soundtrack gives off the extremely high-quality tracks I'm already listening to outside of playing.

AC FA Primal Armor makes a wonderful return now called Assault Armor. Want to surprise attackers by making a 360 degree explosion around your AC? Boy oh boy are they in for one hell of a wake-up call. ACV and Verdict Day scan mode is by the gods gone. No longer a mandatory function, Instead serving as an optional scan mode to display details in your surrounding environment. Highlighting foes, caches for weaponry, data logs, etc. Last-generation games feature a resupply option called ‘Workshop sites’. Now reconfigured whenever a long operation occurs you can resupply and regain all ammo and AP. No cost is necessary.

Level design has changed to incorporate a denser, larger area to cover. Maps are wide and brimming with intricate detail. Broken machinery litter landscapes and factories in production continue to function even if a tourist is snooping where they shouldn’t. Complemented well by smooth transitions into small pathways, corridors instill a claustrophobic nature. Bringing spice to the environmental eye candy. And hell you might see a surprise or two when you see advanced setpieces. Ambushed by an AC duel outta nowhere!? Receive enemy reinforcements partway through a job or encounter divergent objectives throughout. Not all assignments are long to beat. A careful balance emerges to complete levels in less than five minutes or greater depending how many times you reload a checkpoint or comb every inch of a place. Simple objectives in the beginning, gradually increase in complexity as you delve further in a playthrough. Nudging the player to overcome challenges, testing them thoroughly to prove they have the skill and fortitude to go beyond. If one lacks in talent they can make up for it through different builds and playstyle. Of course, results may vary. Just because I had a fine time, isn’t the same for others. In addition to open zones, there are plenty of data logs to find. Detailing lore on individuals in the world, combat logs by defeating mobs of opponents. And I must say the opponent variety is plenty, so you won’t get bored seeing #1 then #2 then #3. No complaints about their design after fifty-nine assignments. I’m hungry to defeat anything in front of me.

The soundtrack composed by Kota Hoshino, Takashi Onodera, and Shoi Miyazawa is just as marvelous as their predecessors. Evoking senses of Bladerunner, Portal and The Division. Hearing Things and New Era convey robust unity and constantly reinforce the numerous allusions and references I found to excellent effect. Inserting Elden Ring vibes into the mix sneakily. I’m astounded at the level of quality. Post-punk, trance, monosynth, and dark synth waves combine in an unexpected product resulting in an eerie, yet soulful and tranquil sound. A consistent flow in haunting rhythms I found to be oddly mesmerizing. Luring me deeper to embrace not only the twisted sense of tension throughout, yet doesn’t detract at all by transforming the whole soundtrack into pleasant humming heavens. A small number of tracks are jazzy and uplifting to the beat. A wonderful surprise, providing a nice change of pace in the otherwise somber and atmospheric themes permeating. Overall, I believe the soundtrack largely succeeds in conveying a “sense of loneliness, nostalgia wrapped in a dark old sci-fi feel.” Well done!

Very satisfied with the console port on my PlayStation Four Pro. Had one crash in my 3rd playthrough, but the rest of my runs have been smooth. So maybe an outlier. Did not experience any bugs or glitches. Which I am super thankful for. And I am extremely impressed by how fast menus load. ACV and ACVD took their sweet time from the starting screen to the main menu and the following notifications popping up. Connecting to the internet and adding unnecessary filler. Thankfully none of that bull is here. Enter the menu and bam! We're in the garage! Sick!

Despite all the praise I've been endlessly pulling, I must talk about my mixed feelings. Not a positive or a negative, but for the sake of transparency I’ll state them below. First, the implementation of new game cycles could be better. Players need to take certain missions in a manner to achieve the NG/NG+ ending. Taking the opposite operations in the 2nd run for the others. Once these two requirements are met a new path will emerge to unlock NG++. It should be noted, starting a 2nd playthrough upon beating NG. Reinstates the protagonist right after the tutorial. Requiring them to complete old missions and adding more than a handful of unfamiliar assignments included. Finishing NG+ rewards extra exclusive missions to complete. I had to follow Powerpyx’s guides, for all endings and one to make sure I finished all the engagements correctly in a manner leaving no doubt for me to head to the final route. I highly recommend looking up a guide for both to not mess up. I feel the punishment for not going in the manner intended will cause possible frustration. To restart and play an unnecessary fourth operation. During my time playing, I was ruminating possible alternatives. Highlight completed ones, and include a warning or another tutorial to inform mercenaries of the unique quests. There are no multiple saves to rely on. You get one save, so make it count. Unless you like backing up your save constantly. Wish the method was easier to prevent accidents. Therefore, allowing anyone to start a fresh operation painlessly.

The illusion of safe ‘difficulty’ throughout is blown to bits upon encountering the 1st boss. The devs have little sympathy whatsoever for throwing you to the pits. In one of the hardest fights in the beginning and asked us to defeat them with starting equipment. Imagine an armed Megatron versus a no weapon Bumblebee. Such a decision seems to be deliberate to convey how future encounters can be, aligning with Yamamura’s decision earlier. And he does succeed. Since I’ve read countless rants, criticism, angry responses, and complaints ad nauseam. The developer team's intention doesn’t always pan out to the masses. So what's the solution? Another mode? Easy mode? Hmmm. Doubt it. Soulsborne + Sekiro and AC I’ve played don’t contain those options available. So what’s next? Well, they contain an in-depth tutorial archive alongside training quests to bring fresh pilots up to speed. And I found their inclusion to be extremely welcoming. Easy accessibility to refer to the archive and see mechanics I can take advantage of. They specifically mention changing your build, if you’re having trouble. Past entries had players accruing debt. Now it is not possible any longer. Retry errands to your heart's content to earn sufficient funds. The added checkpoints, assembly of parts, repair kits, and passive skills via ‘OS Tuning’ create a fair parameter to redo engagements. Lessening the tediousness and frustration by starting square one again. In effect, the quality of life features make the hard-as-nails bouts fairer than before. I still maintain Last Raven is the hardest entry in the franchise. ACVI by comparison hits the halfway point to the zenith of ACLR. Moving on, to remove any misconceptions I am not defending Yamamura’s decision, merely trying to explain there are avenues within to help consumers interested in buying or trying out the newest installment. I didn’t come out unscathed either. The 1st boss and each chapter's end baddie demonstrate a higher ceiling to break through. So I’m worried the latest title might be a little too hard. Nevertheless, I am not saying ‘git gud.’ I hate the phrase a lot when a person who needs help asks genuinely and is given a troll/meme response. Let us be better and lend a helping hand to those who wish to pilot an AC alongside us. Who continues to struggle. Responses such as I wish you luck! Keep on trying! Don’t lose hope! Change your builds. Sell equipment and try other weapons. Replaying operations is a great way to earn money and some can be done in less than two to three minutes. These are far better responses.

Arena I think could’ve had more substance. Felt it was lacking compared to previous ones. Push the AI to its limits to challenge us further. Expose us to similar adversaries like Z, N, K, J? or throw a big wrench and add 2v1, 3v1, or 4v1 conflicts to truly test a player's capabilities. A boss rush mode to practice against arduous enemies. Instead of having to restart from the beginning during a task before combatting the big baddy. Additionally, I wish multiplayer was expanded instead of 1v1 or 3v3 duels. Grant us co-op missions online/offline, and set up super bosses, and SOTC-like robots. In ACVD we faced off a version of Motherwill as a team. Why can’t we do the same in the latest title? I’d love to face our previous opponents beside my teammates. DXM had co-op super clashes to tackle and I thought they were incredibly eye-candy, altered elements and most of all were not present at all in the regular story. They push pilots to cooperate and in doing so defeat them. Makes me think much of the effort was in the single-player portion. A factor I deeply appreciate.

In the end all of these hurdles, doesn’t diminish the sheer strengths too much. AC6 takes all the best qualities since its inception and hones the edge of its moonlight blade so hard I am in awe of it. Bear witness and see how ravens fly above blood-red skies fearlessly. Embracing stronger than usual story, gratifying content in both gameplay options and combat, an excellent soundtrack, and worthwhile quality-of-life options, rides the fine line of integrating nostalgia, but has enough to stand on its own. Expansive levels to explore, fight, and discover hidden secrets. Memorable cast. Both likable and destable. Fair, but challenging difficulty next to an expansive number of customization options for your robot body. High replayability and little to no performance/bugs/glitches mishaps. All collide to a must-play for any newcomer or veteran. Easy recommendation to fans and enthusiasts within the niche genre to see all endings. Overcoming multiple tall walls to reach what I firmly believe is one of the best AC entries I've played thus far. A return to form by FromSoftware. Bravo Masaru Yamamura and his team. Looking forward to your future works as director! This title boldly demonstrates there is still a thriving market for the genre in the videogame industry and I for one am standing right beside them waving in my cheerleading outfit to ask other devs to achieve similar levels of greatness. And while there are plenty of mecha titles to watch out for. I for one highly anticipate a sequel since history has shown evidence to import our equipment and continue the storyline. Good chance to expect one. Excuse me, while I play Armored Core VI: Fires of Rubicon for a 4th bloody time!

9/10

Additional Material:
Z N K J - names & somewhat spoilers throughout the series. With final thoughts on the endings of AC6 - MAJOR spoilers on the endings.
Slight Gundam Witch from Mercury similarities
All Endings guide
All Missions List
VaatiVidya - Souls Lore Guru Makes an AC6 Beginner's Guide?!
Advance Tips from Vaati on AC6

Edited 9-9-23 & 10-20-23 - Adding a proper story section, cleaned up some text formatting, replaced a word.

My first experience with a Castlevania game was Portrait of Ruin. I enjoyed it fine enough, but it didn't really stick with me all that much. Next, I played a couple levels of Castlevania IV but never came back to it. The little I played was fun but never totally hooked me. Then, at the end of the summer of 2019, I played Bloodstained Ritual of the Night. I had a blast playing it, so much so I ended up Platinuming it. This got me excited to play Symphony of the Night (which I conveniently bought at a convention a month prior to playing Bloodstained). Fast forward to March 2020 apparently (I literally thought it was October 2020, guess that year really was a blur) and I decided to finally play SOTN. I had such a great time, but thought it was more comparable to Bloodstained. A really fun time but nothing amazing. Well I'm happy to say this replay has changed my mind on this game for the most part.

The first thing you'll notice about this game, and it's one of its best aspects, is the presentation. At least from what games I played, it's the best looking PS1 game or one of the best at least. That's the power of sprites, they consistently stay appealing unlike some early PS1 titles. Plus, the really cool part is the game mixes both spritework and 3d models and it gives it this really unique look that I love. When you see those book enemies in the library or the coffin after saving, they stand out so much amidst all the 2d spritework...and they look good too!

The other best aspect of this game is undoubtedly the soundtrack. I remembered Dracula's Castle and Lost painting quite fondly but the entire soundtrack is absolutely fantastic. It ranges from jazz to classical to metal, it has it all. The colosseum theme became another favorite of mine among the aforementioned two. God is it so catchy, I love it. A great soundtrack can really win a game over for me and this one does not disappoint.

As for the actual gameplay, it's fun! The movement is very fluid in this game which is nice. Alucard has this backwards dash thing that's very helpful in getting around. Instead of using one whip and upgrading it a couple times like in Classicvania, Alucard has a large assortment of weapons to choose from. He still has a whip, but now he can use all different types of swords, daggers, rods etc. They have different ranges and different stab rates which just makes the combat more varied and fun. You also have these spells that require you to put in a button combo to use them. I personally never got the hang of these too much but it's really cool how you can activate from the start of the game if you know the combos. There's also a familar system which let's you assign a little fella that goes alongside you, levels up and grows stronger. I thought that was pretty neat but was more of an afterthought when I was playing.

This game gives you a lot more options as you can see, and that's because unlike past Castlevania games...this game is nonlinear. Instead of playing through levels, you go through a large interconnected castle....collecting different abilities that let you progress through even more of the castle. Thus, the vania part of Metroidvania was born. For such a groundbreaking title, how is the item progression handled in this game? I Honestly thought it was much less of a focus than the combat. There's not many progression abilities in this game, just never felt like the focus was on the exploration while using new abilities...it was moreso let's explore this part of the castle and level up and shit. Maybe that's just me but for item based exploration, I much prefer Metroid. The backtracking was not as fun as it was in something like Metroid either, there's warps which is nice but I had to constantly trek back and forth between certain areas, some more secret shortcuts or something would've been nice. Either way, the castle is a lot of fun to explore...but I guess there's actually two of them huh.

So the inverted castle overall is actually kinda cool. The game get's really easy in the mid-game cuz you become so overpowered by that point and doesn't get hard again until the inverted castle. Hoo boy tho, some parts of the inverted castle can kick your ass. The harder difficulty and the new enemies/bosses I did really enjoy when going through the castle essentially a second time. Cuz yeah, it's pretty much padding...but like it's changed enough where I didn't mind really. The OST also gets changed to the same 4 or so songs which is kinda meh but at least Lost Painting is one of them.

I forgot to mention the bosses. Most of them are just alright. A lot of them are pretty easy but nothing bad. A couple of them kinda stink, especially Beezlebub. I think that boss is the only down right bad part of the game. He's either dummy easy with certain sub weapons, or annoying as shit. I remember him giving me trouble when I initially played the game and yeah, he was no different this time around.

Hmm what else...oh yeah I actually thought the story was pretty cool for what it was. I really enjoyed the whole dynamic with Alucard, Dracula and Lisa. Those scenes were super interesting. The voice acting is obviously pretty cheesy but I think it fits incredibly well with a game like this, idk I liked it a lot. I was also trying to get 200.6% but missed a couple tiles so I got 198 something %. Pretty sure I got the best ending tho so that's good.

A couple more miscellaneous things, I really like how many secrets/little details this game has. I feel like every playthrough you'd be discovering something new. Also, the official artwork for this game absolutely fucks man, it's amazing. Alucard is so hot.

Alright I should probably end this here, it's 2:30 in the morning and I'm just here writing what might be my longest review lol. Idk man, there was a lot to say, hope I didn't ramble on for too long. It's not perfect imo but this game overall is pretty fantastic. I still prefer Super Metroid tho personally. Next is Bloodborne my beloved and hopefully I can beat that before Mario Wonder on the 20th.


Kirby's Adventure was actually the first game I ever let's played when I still had my old YouTube channel back in the day. I chose it because around that time, I got an NES and figured it was a good game to play first because it's so easy. Turns out, I really sucked at the game lol. Since I was using a camcorder and didn't know how to edit videos, I had to keep every single death in too. I may have sucked ass but I truly wish I still had those videos, as sadly they're lost to time now. Anyways, playing this again brought me right back to those memories of making the videos 10+ years ago, good AND bad memories.

Let's start with the biggest addition, the copy abilities. This was the first game to have then. And it kinda shows. You have a ton of classic abilities here; sword, hammer, cutter, needle etc. The NES was very limited with its buttons, so the move sets are super simplistic, but it works well. The reason I said "it kinda shows" was they have abilities that would later just be combined into one. Ice/freeze and fire/fireball. Freeze and fireball are both so much better than ice and fire, there was just no need to have both. But of course, they had to be split due to the NES controller only having two face buttons. Overall, a decent selection of copy abilities but not great imo.

For an NES game, and compared to dreamland 1's graphics, this game looks great. While I'm personally just not a fan of how NES games look in general, this game does have a very consistent color palette which I can commend. It's no Dreamland 3, but again it looks nice for the console it's on.

The OST is ofc good again, all Kirby games are. This game introduced a buncha songs that have become staples now. Butter Bridge is a big one, such a banger. Honestly might be my favorite version of that song too, it's that clean.

The level design is solid though I feel like no level really sticks out and they all just blend together. The levels have these switches that you can find in the stages that unlock little parts of the map outside of the levels, and let me tell you some of them are mean. I only found a couple this playthrough, but I feel like with some of them, you'd absolutely need a guide. Like I said, there's a map. Besides the main levels, there's other stuff you can do. There's little arena sections where you can fight a boss for a maxim tomato. There's a copy ability room where you can get a specific ability anytime you want. And then there's the little minigames that can net you some lives. All of them are fun but my personal favorite was always the crane game.

Something I did not like back then, and this still applies to the NSO version, is the lag that happens in game. Every single room you're gonna get some sort of lag, and sometimes it chugs hard when there's like 4 enemies on screen or a fire/ice/electric effect is happening. I get they wanted to make the game look super good but it was at the cost of the game not running well which stinks. Apparently the 3DS version fixes this funnily enough? But the E-Shop is now closed so ahhh that blows. Also I never really liked how you barely have any invincibility frames in this game. The game is easy but it can be super easy for enemies to stun lock you in certain circumstances, especially since enemies respawn. Not a huge issue but it did annoy me somewhat even on this replay.

This game brings back a lot of good memories but sadly this was never one of my favorite Kirby games. It's definitely a solid time but I like most of the other mainline games more. Honestly, I think I like Dreamland 1 more just because it's so short and comfy. Ah well, still recommended for anyone looking to get into Kirby or NES games in general!

So I actually didn't play this DLC until a couple years after I first played Bloodborne. On a whim I finally decided to bite the bullet and spend the $20 on it. Once it downloaded and I jumped right into it, I couldn't put it down! It was a set of brand new weapons, bosses and areas from one of my favorite games ever. I played it all day on Christmas Eve 2020 and finished it early Christmas morning. What an interesting Christmas that was, slicing and dicing up beasts lol.

Speaking of slicing and dicing, let's talk about the new weapons. This DLC added a whopping 11 weapons and 5 firearms. That amount is insane, and not only that...they're some of the best and coolest weapons in the game. Special mentions go to Whirligig saw, Rakuya and Holy Moonlight Sword. Of the DLC weapons, those are the three I've used before and they're a ton of fun. Several others are really out there and weird too, like the Amygdalan Arm and the Kos Parasite. Never used any of the new firearms but they seem cool.

This DLC added three new areas and they're some of the best in Bloodborne. The Hunter's Nightmare has you going through a remixed version of Cathedral Ward. You can really see the parts of Cathedral Ward early on but it slowly twists into something unrecognizable and very different. That's one reason why it's awesome, it feels like a spin on an old area while also feeling mostly unique. It's also a very good pvp spot from what I'm told. Research Hall has you going through a very Tower of Latria-esque area. Tower of Latria in Demons Soul's was one of the most atmospheric areas in that game and this area's no different. It's extremely creepy and feels very unique compared to the base game's areas. I just feel bad killing the blob head guys because they're all failed experiments. Still, for the atmosphere alone this place is great but besides that, it's cool going room to room and up the giant staircase. The last area might be the best, the Fishing Hamlet is absolutely one of the most distinct areas yet. An aquatic area where you go through a village of fish creatures was not what I would expect from Bloodborne but its amazing. Holy shit though, fuck those giant whale enemies they are INSANE. They're harder than most of the base game bosses lol. Still though, it has a decent variety of enemies and a lot of new enemies at that. That plus the amazing aesthetics and really unique setting makes it a top tier area imo and a great end to the DLC.

Now for the big kahunas, the bosses. Right away we start with my favorite boss in the DLC, in Bloodborne and one of my favorite in the entire series, Ludwig. Holy goddamn is he amazing. He's just so fun to fight, that plus he has the best song in Bloodborne and his 2nd phase get's even better, top tier boss fight man. The first time I fought him, I beat him first try. I thought I got lucky but this time around again, I beat him first try. I guess he just isn't super hard, doesn't detract from how great of a fight it is.

In that same area is Laurence. Laurence is one of two fights in the DLC that I don't think are bad, but just aren't nearly as good as the big 3. The main reason for that is he's a reskin of Cleric Beast, just on fire and he has a 2nd phase. I do really like how we finally get to see him, after hearing about him so much in the base game. Laurence however is certainly the hardest imo, took me like 5-6 tries. Definitely one of the toughest in the game.

In the Research Hall, after pushing the lever at the top of the staircase, you unlock the Living Failures. Nothing really much to say about them, they're alright. The lore implications with the rest of the area's citizens and how they were supposed to turn into these guys is really cool, but other than it's just too easy of a boss and yeah I beat them first try.

Immediately after that though, we have another awesome boss. Lady Maria was a boss I was honestly a bit conflicted on before. When I first beat her years ago, I parried nonstop and she was the easiest boss in the DLC. Coming back to it again and this time doing the fight parry-less, it's way harder and way more fun. It's not nearly as hard as something like Friede in DS3, but it definitely wasn't braindead easy like it was with parries. Still easy enough for me to beat her first try tho lol, but yeah she was a ton of fun.

Last on the list of bosses is Orphan of Kos and hoo boy is he a doozy. He's absolutely one of the most aggressive and tough fights in the game but at the same time he feels completely fair. He telegraphs his attacks and combos quite well and he makes for a blast of a fight. Not as good as Gael imo but still an amazing way to end off the DLC. Also, I was so pissed this time around because I almost beat him first try, however I celebrated prematurely and lost with one hit left. I beat him on my 2nd go around but that still stung lole.

All in all this DLC is absolutely fantastic. It has some of the best areas and bosses in the series and despite having two not so great bosses imo, those two are still not bad and does not change the fact that this is my favorite DLC to any game. It's peak Bloodborne, which is insane because Bloodborne was already peak.

So I knew the next Kirby game I had to play, Kirby's Dream Course, had a two player mode. I only ever played the single player for a bit years ago but never the multiplayer. I always heard it was more fun to play it that way, so I was excited to find out the NSO version supported online multiplayer. Me and my friend wheatie decided to play together.

This is essentially Kirby golf. Okay it's not quite that simple, it's a little more complex than that. The goal is the same as golf where you have to get it in the hole, and it tracks the amount of moves you do (at least in the single player) but you can change the angle of your shot in many more ways than golf, not to mention Kirby's copy abilities from Adventure are here. In the multiplayer mode, your goal is to have the most stars by the end of all 8 courses. You get a star by killing an enemy, two by getting in the hole at the end, AND you can steal the other persons stars if you're feeling devious. Me and wheatie played all 4 courses (except we sadly could not finish the final one because we disconnected at the very end) and I'd say we were pretty much tied in terms of how good we were at the game. It was chaotic, frustrating and a lot of fun and definitely the best way to play the game.

Going into the single-player though, while fun it definitely got a bit old after a while in comparison. Some of those later courses can have some really rough stages, especially since it's a bit different compared to the two-player mode. Instead of going for the most stars, you go for low par and survival. See, every time you kill an enemy, you get a tomato. You have 4 tomatoes from the start, and each time you make a move, it uses one. If you fall off the stage, automatic death. This can get quite frustrating since if you game over, it sends you back to the beginning of that course. It can be quite annoying if you get stuck on a particular level, but it could easily have been less forgiving and send you back to very beginning. Also that final boss, there's only one boss in the entire game and it feels so undercooked lol. You just spam the A button and Dedede's done. Either way, the single player is still fun, it's just not as fun as multiplayer.

Quick thing on the visuals and ost, they're both alright? Visuals are nice for the most part but the isometric angle can really make some of the stages look awkward. Especially with your line that shows where you're going to make the shot. If you played the game you'll now what I mean. The OST has some nice remixes but I found a chunk of it kinda forgettable which is a shame.

In the end though, I had a fun time (mostly cuz I played with wheatie), and it's definitely a better spinoff than Pinball Land. Next is the last spinoff before another mainline game, Kirby's Avalanche. Knowing it's a Puyo Puyo reskin, just like Mean Bean Machine, has me not looking forward to it because I got filtered hard by Mean Bean Machine lol. Ah well, look forward to that soon!

6.5/10

There's really no other way to put it. This game (and possibly franchise) is morally and creatively bankrupt. Between the shallow depictions of mental health whether there's dramatic zooms of the protagonist self harming or even going as far to have chapters end with you jumping off a building and the following interludes flash a suicide hotline message until the level loads or the awkward anime dub tier voice acting berate you with insults or commentary on your surroundings because Konami needs to remind you this is in a fact a serious game and they're afraid of leaving things to interpretation, I fail to see how the 2 hours I spent with this tech demo can leave me anticipation of the upcoming Silent Hill 2 remake or "missing the point".

This whole experience ends up feeling like a parody of the thing it's trying to comment and I don't think that's the takeaway someone with diagnosed BPD should be feeling.