This review contains spoilers

KH2 is the perfect follow up to everything presented in the stories of KH1 and RECOM.

The story of this game is amazing and had me interested the whole way through. They really got to utilise more of their original characters this time with the Organisation and Roxas and his group. The Twilight Town section at the beginning is such a good introduction to the game and I loved Roxas and his character a lot.

The Disney worlds were far more interesting this time and felt like they had a bit more importance in the overall story with the Organisations involvements.

KH2 expands on its main cast of characters excellently. Sora and Riku are such a great pair of characters and their chemistry together is fantastic. The supporting cast were always fun to have around and I really liked how involved they were especially with segments like Hollow Bastions swarm of Heartless.

Roxas’ character is probably my favourite in this game with Axel being close behind. Roxas’ story of wanting to fight against the fact he is Soras Nobody as he is his own person yet eventually accepting Sora as his other half is a really strong arc for his character. Even if we don’t get to see him much outside of the beginning, how he ties into the ending part of the game was amazing. Considering 358 has a lot to do with him I’m sure his character will get fleshed out even more.

Xemnas as a primary villain this time is much more compelling than KH1 Ansem was. The Nobodies in general are such a cool idea for characters that mirror that of the Heartless and the People that the Nobodies are from. Having this set of characters that reflect their counterpart in some way just without a heart is a great story point and sets up a perfect groundwork for these characters to differ from their counterparts. Having the likes of Xemnas chasing after not just some kind of power but the ability to have feelings even if it’s that of rage and anger is a lot more compelling than making him a god complex type of character.

The Nobodies are also interesting in that they may actually have hearts after all but just fragmented versions as the actions of Axel and Roxas would stem from someone who has a heart. Axel says himself that he’s “enjoying this” in COM showing that the ability to feel is still there.

The combat was leagues better than KH1, taking the base from KH1 and making it flow a lot smoother with quicker movements and combos never got dull. The introduction to Reaction Commands and the Drive forms were such an amazing addition to the combat. Enemy encounters felt unique as the majority of enemies had a Reaction Command which were all different depending on the enemy you are fighting.

Magic definitely felt that it had better utility in this game but I personally didn’t use too many offensive spells as my main key blades were physical based but it didn’t take away from anything in the combat, it’s more on me to make use of the magic more.

The limits and summons were a great way to mix up the gameplay with the different party members in each world. I know summons were in KH1 as well but they felt a lot more useful and fun in this games combat.

The boss fights in this game are for the most part so much fun to fight and managed to strike a good balance between the cinematics of the fight with the Reaction commands and the fights themselves. The highlights were obviously the Organisation fights and the final boss segment was such an amazing spectacle. Even some of the heartless fights I enjoyed as well especially some of their designs.

Gumi ship was the Gumi ship. It felt a lot more involved this time but I’m still indifferent on it. It’s nice that the game gives you pre made ships incrementally so people don’t feel the need to upgrade the base one.

Square Enix games typically will have fantastic soundtracks and KH2 is among some of the best music in a Square title I’ve heard. Every track perfectly fits the feel and mood of the area or situation you’re in and boasts some amazing boss themes. All the Organisation themes especially the Roxas fight were amazing and that latter track is probably one of my favourites in the whole game.

KH2 is a fantastic sequel and everything I expected and wanted from this series. I only hope that the highs of this games story, characters and combat continue into the rest of the series.

10/10

Monster Hunter Rise feels like the core ideas and mechanics of the game are there and great but get held back massively by being a port of a switch game. Throughout this review I will be comparing to MHW quite a bit as that was the last MH game I played and is apart of the same gen.

Firstly the story of this game was incredibly bare bones. The flagship monster for this game appears for one cutscene and proceeds to die in roughly 15 minutes in a quest not too long after. Magnamalo as a monster is cool and I enjoyed his fight but the build up is non existent and ends way too soon. In comparison to a monster like Nergigante who you repel twice and has enough build up to make him feel like a threat, Magnamalo falls flat hard and it’s a real shame considering how good of a design he has.

Rest of the story follows a pretty similar problem. The rampage never really felt developed on and the appearance and problems Ibushi causes is glossed over and done with very quickly. Narwas even worse for it as you don’t even get to see the resonance as it happens off screen. It all just feels very empty and not enough moment to moment story sections to make me care for the main threats of the game. Once again however design wise the serpents are stunning and their fights are alright but that’s all they’ve got going.

Due to the story being lacklustre the characters suffer also. Despite them being named this time around they don’t get the time to do much or have anything going for them. Even though I thought the characters in world were just okay, they still had the opportunity to interact more because of how the story is structured. Rise doesn’t really give the characters or monsters this chance making the game boil down to just doing hunts with no real link between them excluding the urgent quests. Even then those urgent quests feel quite disconnected and are just like normal hunts.

Like with MHW however, the story for these games is not the primary reason I play these games. I love the lore of the monsters and the world that the games take place in but the actual story I’m fine with being just okay like MHWs. Typically I do like having some kind of strong structure or continuity connecting the quests like MHW but where this game shines the most is in its gameplay.

Rise’s gameplay is incredibly fun. I think the switch skills and move set swapping system was such a good addition to the game and allows for attuning your weapon to whatever you prefer or need. All of these skills don’t get outclassed by their counterpart as each have a specific use that can only be accomplished by using these skills. The Palamutes (mounts) are amazing additions and I’m glad they are going to add something similar to Wilds. Having a mount you can use to freely and quickly traverse the map is great and was needed a lot in MHW.

However this game feels a lot less weighty and impactful with its gameplay as the sound effects and visual effects like screen shake and hit stop aren’t as heavy makes it feel like I’m hitting the monster with a twig at times. The impact is still there for stuff like the hammer and greatsword but unlike MHW where every action felt like there was huge weight behind it, Rise sacrifices that for speedier gameplay which some might prefer.

Visuals are never something I complain about especially since the switch has limited capability but they are obviously lower detail. For the most part this lower detail didn’t bother me as its art style was still incredibly strong and some of the new monsters looked fantastic.

The area design is what I really think this game gets set back by from it being a switch game. Once again in comparison to MHW, there is severely less interaction with the monsters, you and the environment. The areas feel a lot more basic and don’t have these small things that can make hunts unique just off the environment alone. The best example I have is Diablos in MHW and Rise. In MHW I was in the middle of fighting two other monster above this section of desert that solely exists for Diablos to emerge from and engulf the other monsters into it whereas in Rise Diabolos is just another monster in the desert and the environment has nothing unique to interact with.

This was such a huge thing for me in MHW as it was everywhere: the flood taking Rathalos down a cliff, Boulders that can be dropped on monsters, the volcanic eruptions in Elders Recess, The ice crags falling and limiting movement, tons of more examples that made the hunts unpredictable at times and this doesn’t even include certain monsters who will purposely intervene in your fight. None of this was present in Rise and it was a massive shame.

Music as always is brilliant and I really don’t need to comment much on it since this review is long enough. Fits the style of the game and sounds fantastic.

Overall the game is great to put on and get a few hunts in. With small maps and much more favourable options for the hunter it’s easy to hunt a few things and be done within the hour, something that was probably intentional with it being a switch game. MHR doesn’t come without its limitations but I’m still interested to see what Sunbreak has as these games love to save their best for the DLC.

7/10

I really wanted to enjoy this game and gave it several chances throughout my short time playing it but it really didn’t click well with me.

Taking the already decent combat from KH1 and grinding the entire flow of it to a halt with several mechanics you need to micromanage was horrible to try and play. The card mechanics could have been a cool idea as Square Enix have done good card games before but having to juggle what cards your opponents use, sifting through 20 plus cards just to get to the right ones and worry about the spacing of you and your opponents attacks in real time was to much layered on at once.

The combat just feels very restrictive and doesn’t flow well at all. The game also doesn’t do itself any favours since you can choose which world you want to go to first. This may end up meaning you pick one that you are way too under levelled for and end up needing to either reload a save because the boss has jumped up to 3 health bars or grind it out for several hours, both of which I wasn’t willing to do.

It’s not like I picked a late game world considering I based it off what worlds you go to in KH1 first so I chose Wonderland. Speaking of the Disney worlds near all of their story’s in this game are rehashed plot lines from KH1 with the addition of characters going “damn I don’t remember you but you’re called Sora” and that’s about it.

There was potential to have a cool setting with the Disney worlds becoming distorted and merging in their presentation to represent Soras memories being changed but the Disney worlds ended up not serving much purpose and only the Kingdom Hearts original worlds mattered in this game.

I have to preface that because I really couldn’t enjoy this gameplay I did watch all the cutscenes for the game as I am aware it is crucial to know these details for KH2 and a story summary didn’t really cut it.

This game gets any rating at all because of its story. It’s a really strong set up towards KH2 and all the new characters they introduced are extremely interesting and unique. Organisation XIII is a great group of villains so far and was what this series needed after KH1. As much as the Disney worlds are and feel like fun side adventures for the characters to go on the main crux of what makes these games interesting so far is the main cast and story that they have going on so an introduction to a primary villain group is welcome.

After trying to play this game I can see why it’s so polarising but if you really can’t stand its gameplay like me then I highly recommend watching the cutscenes, they only amount to 3 hours so it’s a much better use of your time than trying to slog through this game for 25.

4/10

Much more enjoyable than MGS1 and a lot more silly in a good way. Raiden as the new main character was a welcome addition and the setting was great. The story was very backloaded so a lot of the concepts they introduce either get a 30+ minute cutscene explaining it or nothing at all, but after letting the game sit for a bit everything made sense.

The sheer ridiculousness of the last 3 hours of the game was very entertaining and I thought the Arsenal Gear section was cool in how it presented one of the games twists. Gameplay was a massive improvement over MGS1 and the boss fights were much better this time round although some fights did get a little tedious. Overall a great game.

8/10

Fun game that doesn’t overstay its welcome. Nice cast of characters even if the Disney characters were just surface level versions of their film counterparts, except for Donald and Goofy. These Disney worlds were mostly shorted down retellings of their original stories and were mostly fun to go through (mainly some gameplay moments weren’t good) as stepping stones for the greater plot of the game, which were the highlights.

Combat was simple and clean and it never felt too janky at all but a lot of the fights did boil down to how fast I could click X. This time around however it was more engaging than a certain other game I said this about as it is an action game and some bosses do require you to think and were quite fun to fight like some specific endgame bosses. Offensive spells didn’t ever feel like they did much even with magic oriented Keyblades and I would rarely use the skills as I’d be saving MP for Curaga and Aeroga. Overall the combat never got dull however.

Gummi Ship was fine. It wasn’t all that engaging and normally I don’t mind on rail shooters but this was just a bit boring. It’s not like I didn’t mess around with the Gummi Ship garage either I did customise my ship with better parts but it really didn’t make it all that more interesting.

I know this is the first entry In quite a big series but I was intrigued enough by the main characters and world that it’s made me interested in the rest of the series. After I got over the fact that Donald and Goofy are inherently very silly characters and the fact that the game fully sends it with how seriously they take these characters and don’t just disregard them as comic relief I ended up really enjoying them as apart of the main party.

Overall Kingdom Hearts 1 is an inoffensive and fun experience, considering I’ve only heard it gets better from here I’m excited to see what they do.

6/10

This review contains spoilers

Persona 3 Reload is the perfected way at portraying a remake of a beloved game while retaining and respecting the originals tone, story and integrity for new players to experience.

I played through FES back in April 2020 and believe that every aspect of Reload and the original both have their own strengths that make them fantastic games.

Where the new gameplay features and balanced difficulty are some of the best the series has to offer, the originals challenge and lack of controllable party members gave it a character of its own which I really enjoyed.

Where the absolutely stunning visuals of reload especially in the new in-game cutscenes was everything I wanted from a remake, the originals tone in it’s early 2000s cutscenes and what they had to work with given the hardware is still visually fantastic to this day.

Where essentially all of the re-recorded music captured the original soundtracks feel and all of the new songs sounded stellar and were some of the best music they’ve done, the originals is timeless and certain tracks despite how amazing the new versions are they will never hit the same as before, but are so good that hearing them through Reload doesn’t do you a disservice.

Where the new voice work is absolutely fantastic and I’d even go as far as saying the likes of Aigis, Junpei, Mitsuru, Chidori, Ken and Shinjiro all did just as good if not better performances in my mind, the originals cast still holds up its own (a few characters in the original, not so much) and both games have the same impact as it did before.

The extra story and character scenes in the likes of the link episodes, hangouts and added Strega scenes did nothing but wonders for the game and improved its already fantastic story and character writing. I noticed this when going through Reload and it’s really apparent now, characters in Persona 5 and to a lesser extent Persona 4 really don’t develop much without the aid of the main character. I think this is partially due to most of their arcs happening behind a social link and tying their second awakening to the rank 10 of a character may be one of the worst decisions Atlus made with the recent games.

Having these characters have scenes completely devoid of the main character and allowing them to develop as the game goes on, coming to a realisation through the consequences of the story is so much better and it’s what really sets Persona 3 apart from the later entries.

That’s not to say later entries are bad, characters do get development but it’s a far cry from what is portrayed in this game. I will say despite the main cast having zero bad characters the villains of this game are still just alright. Strega as a group are fine and Takaya is a great parallel to Makoto, being the visual representation of a Messiah rather than the mental representation that Makoto has. Chidori is their best member with everything she has and Junpeis awakening scene was done extremely well. The likes of Ryoji were improved a lot with his extra scenes and Nyx is the best final boss they’ve done from a story, character and gameplay standpoint as he doesn’t just come out of nowhere having time to be built up towards the final confrontation.

Going through the majority of the social links in this game made me realise I actually really like a lot of them. Sure the likes of Kenji, Nozomi, Miyamoto and Hayase were either just funny or I was indifferent on. But the variance in the character writing with people like Tanaka being just an awful person, Mutatsu being not a good person as well but having his own realisation and redemption and Akinari being the best non party member social link in the game with his ties to the core themes made them stand out a lot. The newly fully voiced social links really adds a lot to them and it’s surprising how just adding a voice to these characters made me care a whole lot more.

Knowing what the ending to this game is really adds a lot to the final day. Obviously going into the ending completely blind is the best experience but seeing Makoto go around and talk to all these people he’s bonded with over the last year, making false promises with all of them as his time is drawing to a close is very impactful and the likes of Akinaris mother hit extremely hard for me.

The ending scene got me again, they did this scene so much justice and it was absolutely beautiful the way it was portrayed. Aigis being my favourite character in the whole series is always the part that gets me the most in the ending. The amazing voice acting from Dawn M. Bennett really sold this scene and I’m glad that they managed to keep, maybe even better the feeling that the ending brings in the original. I could go on and on about how this and many other scenes in this game are so well written but I have a tendency to make essay long reviews and this ones already getting there so I’ll leave that for now.

Despite all this and even though I do prefer Reload over the original, I can’t say it’s definitively better. They both have their own standing in what makes them unique experiences even if they are the same story, it feels vastly different from the likes of Golden and Royal where they are in every sense of the word an upgrade. Those games being remasters makes them essentially the definitive experience but with Reload being a remake, it gives ground that the original still has a place in being played and appreciated akin to FFVII and its remakes.

Do you need to play the original after playing Reload? No I don’t think you do need to do that at all. But if you wanted a slightly different experience with all the above points I made, it’s still worth your time.

Persona 3 is and continues to be the best game in the franchise and I’m excited for if or when they release The Answer to finally be able to play through that portion of the story.

10/10

Despite having not fought Alatreon and Fatalis I feel I have played enough of Iceborne to say that it’s an improvement to everything MHW did.

To keep this short I’ll say that I reviewed MHW based purely off what was available in World, so no clutch claw was included. The addition of the Clutch Claw was such a good idea being able to give all weapons more approaches to combat and giving a new layer to dealing with some of the stellar new fights available in Iceborne. The new moves added to the weapons also echoes what I previously said and was a welcome addition.

The new monsters and areas are as always fantastic and extremely fun to fight especially the likes of Safi’Jiiva, Shara Ishvalda, Velkhana and even some of the normal large monsters like Zinogre and Rajang were also challenging but engaging fights. There was only one monster that I really didn’t enjoy but this was one out of the 70 monsters overall that was really annoying which is pretty good going (it’s Blackveil Vaal Hazak).

The array of smaller additions such as layered armour and weapons as well as new way to get materials through the steam works were very welcome additions and being able to fully customise the look of your character without sacrificing the bonuses of your armour and weapons was something I was hoping I’d be able to do in World but I’m glad it was included in Iceborne.

With that said Iceborne is a near essential expansion to the experience of MHW and adds a whole new games worth of content worthy of its price tag and time investment. MHW and Iceborne have set an incredible standard for the series and I’m excited to play Rise soon.

10/10

As this was my first Monster Hunter game this left a great impression of the series after putting it off for several years thinking “damn, I know I’d like this if I properly tried it again.”and as it turns out I’ve thoroughly enjoyed it.

The few complaints I have with the game boil down to some monsters feeling a bit tedious and having move sets that felt clunky or awkward to work around but there was very few out of the base games 30 plus large monsters that really did this and the majority of the hunts were fantastic.

My only other complaint lies at lack of character the characters had. I know the game is “monster” hunter so I didn’t really go into this expecting groundbreaking character writing as all the attention to detail and world building would obviously focus on the monsters but it would of been nice if the characters even got names rather than just titles.

I feel what put me off this game for so long was that I just didn’t find the right weapon to use. Since the game offers 14 different weapons types that all vary greatly in play style I feel that there’s an option for everyone who tries the game it’s just that you need to find the one that clicks, for me that was the Insect Glaive as being able to interact and knock down monsters from the sky added a new layer onto the gameplay that is very engaging.

The attention to the monsters AI is really intricate and incredibly well designed as there’s tons of unique interactions the monsters can have with the player, environment or even other monsters through turf wars or just both of their attacks working so well together that it never really looked strange and flowed naturally.

I never really felt the grind for materials for your gear was too egregious and the majority of the time I could get everything I needed with 5 to 10 hunts. This speeds up greatly doing hunts online which is always a blast.

The music is overall great and really shines in its unique tracks for the Elder Dragons and the environments all felt fun to explore and never got dull to have to revisit.

Overall an extremely enjoyable game that once you get used to the weapon that you’ve chosen it becomes highly engaging and has included some of the funnest fights I’ve played in a while. Would recommend anyone give it a try.

8/10

Games good, occasionally.

6/10

This game hits like an absolute truck if you’ve played all the previous games and highly advise you do just that as the payoff is incredibly worth it. (even 7, there is heavy spoilers for that game by the end.)

Does nearly everything perfectly. The best mainline brawler combat for Kiryu we’ve gotten. Extremely good writing for Kiryus character as he gets one of the best scenes in the series by a long shot. An incredibly well written story despite how short it was yet it was well paced and intriguing throughout as it also clears up so many questions from 6 and 7.

Gaiden has single-handedly made 8 my most anticipated game for next year. Kiryu is my second dad.

10/10

A phenomenal, entertaining mystery game from start to finish. Extremely interesting concepts that are executed well and the interwoven gameplay mechanics with the story was really cool. Characters with great writing and fun personalities throughout the game that had that perfect Ace Attorney feel from the original trilogy.

The game constantly made me keep thinking of new theories to the questions the game laid out, some exceeded my expectations and were amazingly done, others I felt could have had a bit of work or a change around.

As always these games have brilliant soundtracks and fitted the mood and feel of the game and the scenes perfectly. I played with the original soundtrack, but the remastered soundtrack is just as good and both are great ways to experience the game.

Overall the game is amazing and is very Shu Takumi and feels just like experiencing a final Ace Attorney case, I only feel some parts of the end could have been done differently.

8/10

Lies of P was absolutely fantastic and is so true to the souls style that I’d even say it should be considered among the ranks as an actual souls game.

First I’ll go over the gameplay and combat, for the standard gameplay loop it’s very similar to souls games. Standard light and heavy’s, dodges, guarding, parry’s when you perfectly guard and a stagger system that allows you to get a riposte for big damage. These all work how you’d think and they don’t feel clunky at all, I think I’d only complain about the dodge distance sometimes feeling too short but that’s alleviated later on.

The main core parts of the gameplay for me are the weapons themselves and the other small gameplay mechanics that add its own flair to the game. To start, the boss weapons and even the standard weapons felt different in some way. Most standard weapons share move sets which isn’t a problem due to being able to detach and combine blades and handles allowed for complete customisation of these weapons to fit your exact needs. In my case, I needed the damage of a strength weapon that was a higher attack speed than normal. So I combined the wrench head to a curved sword handle and it worked perfectly.

The boss weapons I used at least all had varying moves and unique characteristics behind them. One weapon I had was able to detach its blade like a whip for AOE and range, another had a built in parry mechanic to its charged attacks and another fires out a flying disc. All of these weapons felt very different and fun to use and I haven’t even see half of them yet. The inclusion of the grindstone buff system was also really cool. Being able to change the type of buff or effect my weapon can do was extremely helpful and I found myself swapping them around often.

The legion arm was also another fun spin to the gameplay that allows you to have more of a utility tool for a specific niche. Need to close the gap on an enemy, launch projectiles from afar, do a certain damage type or have a whole new defensive option it managed to do them all. These abilities as well as many other weapons made the combat feel fun and engaging to play and come up with different strategies.

Now despite most of the areas feeling kinda the same in their designs, I could excuse this as most of the game took place within the same city. Although none of the areas were super amazing and none were really utterly terrible, the interconnectivity in these areas was extremely impressive with the amount of shortcuts every section had shows how much thought they put into these areas looping back and not just feeling like a liner through line.

The boss fights in this game are some of the highlights for me. Romeo and Laxasia were by far for me the best fights in the game but there was plenty of other good to very good fights throughout the game also. Some fights could be a bit of a pain at times but none of them felt super egregious and it was all about learning ways around the bosses movement patterns and attacks that made some fights like the green monster of the swamp (real) more enjoyable.

The music in this game despite tracks being played few and far between (hotel music and boss music, no area music) was all very nice as well. I think the soundtrack mainly gets its highs from the records you could collect throughout the game. Some of these tracks were wonderful and really nice pieces of music you could listen to that made me want to find more of them.

Unlike souls games, this game did have more of a story going on. I thought the story was very good and the world surrounding you was so rich in lore and details that you could tell they really cared about making the setting feel real and immersive. The way they incorporated telling the truth or lying was extremely interesting with how they were usually related to moral choices. Little things like you losing the mechanical sound effects when rolling as you lie more or the reaction the cat has as you become more human were very nice touches.

The characters were a huge point of this game for me that i thought were done exceptionally well. The voice casting and directing really sold these characters personalities such as Venigni, Geppetto, Arlecchino and many others all had very interesting character arcs and dynamics that made you care about what they were saying. Having the Hotel characters each have a continuous quest line through to the end of the game made these characters feel like they had development throughout the game rather than all at once

Overall I think the game was extremely well crafted and hit the souls formula right on the mark while having its own unique deviations made this game feel like it’s own game rather than a carbon copy of another.

Judging by certain information a sequel or at the very least a DLC seems likely and I’m excited to see what they have in store.

8/10

This review contains spoilers

FFVIII is a game that no matter how many words I put into it, I still don’t fully get what they were thinking.

This game is, in almost every single way, a step back from FF7. Aside from the visuals that i am impressed they got working on a ps1, everything in this game in terms of combat, characters, story and world building is a far cry from the series previous entry.

This review is gonna be structured by disc, for every disc I finish I am adding more to this review and seeing how my opinion on the game changes.


Disc 1

After having beaten disc one I’ve come to a number of conclusions. The junction system is an interesting yet counterintuitive mess. The characters fairly one note currently. The story has mostly made sense and been interesting up to the assassination, where the sniper was positioned BEHIND the target that’s covered by a huge parade vehicle. Finally the areas look cool and are visually great but they can confusing at times (sewers, tomb, a lot of the towns).

Let me go into the combat system a little. Leveling your characters actively HINDERS you due to everything being scaled to your level, However that’s not entirely true. Whenever you level up your characters stats go up a little, the problem is that when enemies level up alongside you they gain more than what you gain. This means that if you’re level 20, a fight will be harder than if you’re at level 10 so it’s better to just not do fights altogether. This is enforced by the fact most bosses don’t even give exp and just AP for your Guardian Forces (GFs).

The game even encourages you to not level your characters as you can gain stats via levelling GFs which are what you junction to your characters. Now the levels of these don’t affect the levels of the enemies, So you can have them at high levels and not worry. On top of that, they can learn skills from gaining AP and these skills when equipped can give massive stat increases that essentially make you over levelled for every fight in the game.

Drawing spells is a fine mechanic and equipping them to give stat boosts is a unique feature however this feeds into the not needing to level as you can boost everything through equipping spells. Because of this I don’t want to use my spells as it would lower my stats so it using magic ends up contradicting itself and doesn’t work well. The stat increase from equipping a high number of spells is nothing to scoff at either, just drawing 40 Life magic from one enemy and junctioning a GF that has the ability to put this magic onto HP doubled my health from 500 to 1000, at level 8. This can go further and I can put stuff like Fire onto Strength and be doing a lot more damage than I’m meant to for my level.

The characters I can’t even really comment on right now as It’s too early to say. Selphie has one defining trait and that’s her love for trains. Zell is just there to be the funny comic relief guy. Rinoa has at least something going on with her conflict within her family and her will to change the circumstances around her yet Squall currently is just your average protagonist who has this inner monologue that I’m almost convinced he’s actually saying out loud. Overall they’re just fine and fun characters currently.

I’ve already briefly touched up on the story being alright at the moment with the exception of one section that makes no literal sense but the weird dream sequences or looks into Lagunas life are pretty cool and are the main crux of what I’m interested in currently. Overall having finished disc one I am interested to see what disc two has to offer.


Disc 2

Okay like I expected with the gameplay it’s basically the exact same since disc one but the main things I can really add on to it is some of the discovery’s I’ve made on how truly broken this system is. I’ve discovered that you can transfer magic from one character to another, meaning that Squall now has around 3000ish health and is only level 11. His damage is also ludicrously high after exploring the map not even for 30 minutes and finding a buyable draw point that has ULTIMA for some reason. This makes me do around 3000~ a hit and combined with the darkside skill, it’s upwards of 8000. Because of my ability to now one shot nearly everything the gameplay overall has boiled down to how fast I can click X due to not wanting to use the spells because that would weaken my characters as I’ve stated before. Because of the absurd damage that spells and GFs cannot reach using the GFs in battle is practically useless since they take longer to use so your best option really is just to attack attack and attack.

It’s also incredibly easy to completely break every character you have, just let the GFs learn the correct skills and use card on enemies (later on you can just kill cactuar) and you can gain AP relatively fast. Then just refine your items into good magic and you’ve practically won the game by that point. Completely breaking the game like this is something I really enjoyed doing in FF7 with stuff like magic counter knights of the round, anything to do with mime or final attack spam so being able to do it this early in the game is hilarious and probably the funnest part right now. This might be all I can say on the gameplay as I will probably have the exact same setup and strategy come the final boss.

Although the general narrative of the story has been relatively cohesive up to this point, some parts of the story really do just come out of nowhere. A great example is everything surrounding the Balamb Garden. Why is there an old rustic device that after Squall bashing his head against it a couple times makes the city sized building just MOVE and float over the ocean? Despite it being a cool addition in the story it kinda feels like a cop out that currently doesn’t have much of an explanation and is there for a solution to the incoming missiles. Also the other garden now being able to move must just mean this was something they all are meant to do and not just unique to Balamb.

Then there’s the alien guy, Like who? Suddenly we are told to go talk to the Garden Master and it’s some funny alien man who then we just kill by blowing him up??? This isn’t the first time a game I’ve played just has unexplained surprise aliens but I guess it’s more normal for this series than most so I don’t mind it too much, just a very funny occurrence. I did encounter more of these guys in some northern village after the garden started to move and they seem to worship Laguna in a way and they saved him after he slipped off the mountain.

Speaking of plot points coming out of nowhere, the insane info dump we get at Trabia reveals that every main team member including Seifer but excluding Rinoa are all from the same orphanage. For some reason Irvine decided to drop this on us now and supposedly no one but him remembers because of the side effects of junctioning. Also just to make it seem even more implausible the Matron is of course the Sorceress Edea and the “sis” that Squall mentions in his memories is Ellone. I mean i suppose all the characters now have some kind of connection with each other from the past but all of this being revealed so quickly felt like they really didn’t know how to tell you everything naturally and they had to rush it all out before the confrontation with Edea.

Now knowing that the dream sequences are a look into the past makes them pretty interesting. Also now knowing that Ellone is the one who lets you do this is cool. I’m not entirely sure why she can do that yet but I can only assume her motivations are something to do with changing some tragic event that happened to them all.

Squalls character is slowly getting more interesting. Him feeling like he should be alone because he’s afraid to lose anyone to time is a very nice core theme for him and his inner monologues do reveal a lot about his character that he doesn’t want others to know about. Rinoa is also still pretty good but the rest are about the same, fun personality’s but not much beyond that.

Selphies whole going back to her home that got completely destroyed was one of the worst instances of plot ponts never being given enough time. Her just going “wow this is horrible” to “oh well what’s next” in such quick succession was just outright bad. Even if the intention was to put on a strong face when she’s actually emotionally distraught they don’t convey it well at all and everyone just moves on. Like many things in this game nothing gets time to breathe and it’s just onto the next ridiculous plot point.

Beating disc two has left me with a few answers and a lot more questions. The motivations of Edea currently don’t really make much sense as why would she train a band of elite soldiers to fight the sorceress when she herself is the sorceress. Everything up to this point leaves me questioning where this game is gonna go.


Disc 3

Now this is where everything goes so catastrophically downhill.
I’ll get the fact that the gameplay hasn’t changed or my junctions haven’t changed since disc two so nothing new there.

But everything to do with the story in this section is completely out of nowhere. So we start with finding out that Edea was actually possessed by a sorceress from the future, which still doesn’t explain the point of SeeD. The running theory is if SeeD were to kill Edea then “ultimecia” wouldn’t have a person to control. So unless Edea knew about the fact she was being controlled and set them up for that reason (hasn’t been stated or explained yet) then I don’t really know.

Regardless we quickly visit a ship to try and find Ellone only to find out she’s in a place called Esther. Once we arrived there I couldn’t really fathom as to why we were suddenly in a country sized city that has architecture and technology that looks straight out of a early 2000s “this will be city’s in the future” kind of design. This is where the games story gets very silly to say the least.

We can now, for some unexplained reason, travel to space and several concepts and names just get dropped out of nowhere. We need to “take the lunar gate to space to meet Ellone” like what?? Since when has space travel been a thing? How have they managed to cloak an entire city in some holographic projection? What even is a Lunatic Pandora? And it’s not even like the rest of the continent doesn’t know about this, they were fully aware that Esther existed and has existed for ages, so why are we only hearing anything about this kind of stuff now.

Anyway we get sent off to space in cryo pods??? And suddenly there’s a rectangular structure called “Lunatic Pandora” which only got mentioned to us about 15 minutes ago. Despite our efforts, Pandora makes it to its destination and Squall has to run around the space station for Ellone. And then Rinoa gets possessed, throwing everything into chaos and releases the ancient sorceress Adel after only bypassing TWO LOCKS (awful security). Forgot to mention this is all taking place while the “lunar cry” is happening, an event which these scientists didn’t seem to be doing a good job of preventing. So an absolute maelstrom of monsters beams into the planet and lands on Pandora.

A running trend this game has is events just happing out of nowhere. The Lunar Cry could have been a really cool plot point for the story but because I got told how much of a danger it was about 5 minutes before it happened the game never gives itself time to build up to these big events. I’m not going to care about Pandora or the Lunar Cry if the game doesn’t let the characters care. If this whole sequence of events was built up too similarly to Cloud giving Sephiroth the Black Materia and freeing the Weapons it would be a great part of the story. I think this is a fair comparison since In both situations a main character (Rinoa/Cloud) aid the primary antagonist in a catastrophic event (Freeing Weapon/Seph and Freeing Adel) but its a stark contrast in how much better it was handled in FFVII.

Anyway after all of this happens Rinoa is about to die out in space, her suit has ran out of oxygen. Then they completely throw that out the window by having her emergency supply run out well before Squall can make it to her, meaning she should have died like 10 minutes ago. She ends up being able to breathe somehow and they spin around in space for a bit before the GIANT SPACECRAFT IS CONVENIENTLY FLOATING RIGHT NEXT TO THEM. Said spacecraft has also been lost for 17 YEARS despite it being very close to the space station.

For as much as Ive complained about everything in disc three up to this point, Squall and Rinoa get probably the best scene in this game so far while they are landing the spaceship. Their conversation was a great moment for both their characters and hearing the vocal track was a nice surprise and probably a first for FF games. Despite that I definitely felt like I should have been impacted more, but due to all the recent events and how many sudden turns this game takes it didn’t hit as well as it could’ve.

Speaking about the characters, all but Squall and Rinoa get a thing remotely moving or interesting. I know the game is primarily about those two and they do get a good couple of scenes together but everyone else gets the short end of the stick. I cannot tell you one interesting thing about Zell, Quistis, Irvine and Selphie since the end of disc one. They don’t even feel like a strong bonded team let alone friends in comparison to FFVIIs cast which is going to be my main comparison as these games are back to back.

So after all is done, Rinoa leaves for a grand total of 5 seconds before we get her back and we now have access to an airship, only it’s not nearly as cool as when you get the Highwind as you go to pretty much every area already in the story and there’s little to no new areas to explore, It just serves to make said exploration faster.

At the end of this disc we meet Laguna and go over a rescue mission for Ellone (again) and we head off to Pandora. We fight Seifer, he KILLS ODIN??? and Gilgamesh comes down and deals the final blow. Just after Seifer then runs off with Rinoa and awakens Adel.

Most of this segment may have felt like a plot summary, but that’s because it’s the only way I can talk about what any of that was. This was a completely nonsensical and outlandish turn for this game to go, giving nearly no explanations to the concepts presented previously and have several contrived plot points leaves everything feeling too sudden and having not much weight on the scenes that should feel impactful.


Disc 4

So time compression begins and everything gets extremely out of hand and we end up at the final dungeon. Really not much to say on this dungeon other than it was kinda a slog to kill all of the boss fights and get the ability’s back along with the confusing design of the dungeon really didn’t help. Then we get to the final boss. A 5 phase fight of doing the same thing I’ve done all game. I had to sacrifice less damage for max health because some attacks would one shot me but other than that and the rng of the party members at the start of the fight, it was alright I suppose. It felt very fitting that all my party members were “consumed by time” or whatever and Squall was the only one left.

After finally defeating the final boss the most bizarre set of scenes proceed to play out. After getting once again blue balled into the existence of SeeD (although I’m fairly sure what I stated earlier is true) the game decides to end it with one of the weirdest cutscenes I’ve seen in a game and probably the strangest cutscene in any FF game.

The series of repeating and morphed scenes of Rinoa and Squall were absolutely not how I expected this game to end. Time is compressing I get that but like many other parts of this game this scene is so out of left field. Squall walking through the desert and collapses in Rinoas arms, does he die? Well the final scene after the credits should make you believe he doesn’t. But what if the time compression was successful and they just went through with a faulty plan that ended up failing, it felt like it did fail considering what’s happening. But then Selphies video is definitely after the events of the game. Is it an alternative timeline after the “compression”, I don’t know and I don’t think I ever will. Considering there is an extensive theory on how Squall “died” after the end of disc one (it’s been debunked but still) shows how many questions this ending left for people.

Despite everything I’ve said though I can’t really call this game utterly unplayable. It’s definitely bad and at points very bad, and never really goes beyond okay. But it’s more just so convoluted for absolutely no reason and everything just happens because it “can” rather than if it “should”. I found myself going “what???” at just the extremely strange choices that they made throughout the story and it ended up with me wanting to see if they can repair this already damaged train wreck before it blows up again.

And I can definitely say they didn’t succeed.

3/10

The Trails Series continues to exemplify how it’s world building and character writing are utterly masterful and near unmatched.

Reverie concludes the culmination of over 6 games of development through Crossbell and Erebonia and acts as the final sequel to both of the arcs. There is not a single plot line or aspect of this portion of the world left unanswered and brings about new questions for the next arc in a spectacular way. Making use of three different perspectives to tell its story that are handled exceptionally well in getting the story across clearly it manages to balance the development of several characters as they are all partaking in there own side of things.

Questions I thought that would never get answered do get resolutions that are satisfactory and all use ideas and concepts that have been present in the world for several games and all but one have explanations to back them up and the one that doesn’t is something more on a global scale that has yet to be explained since the beginning of the series, I can only assume we will get its answer nearer the end.

I want to make this spoiler free but I could go on for hours about the sheer complexity and depth to the characters in this series is absurd. (Rean and C are great examples for this game but there’s several other characters I will refrain from mentioning in this review.)

I cannot recommend this game enough, however I can only recommend this game if you have played the rest of the series prior. It’s such a core factor in this series that experiencing the events of the previous arcs and characters weigh heavily on the later titles which is something I feel watching a story recap will never be able to live up to and you would be doing yourself a disservice. Although 9 entries feels daunting it goes by so fast once you get into it and I wish more games that try to make sequels spoiler free for previous entry’s took this approach (looking at AI:NI).

I want to keep this short as a spoiler review of this game would last over 30 or more paragraphs but to sum it up; this games has an absolutely amazing story, characters, gameplay, world building, music and payoff for several plot threads created years ago to see them to their conclusion.

Undeniable 10/10

FFXVI I think perfectly embodies the “we are so back” and “it’s so over” cycle.

Where I thought the linear story missions were fun to play through and quite literally every single main story boss fight was stellar in its presentation, the downtime segments in between could drag quite a bit. Granted there was only a few that were real culprits for this and It didn’t feel like that the entire time, but these instances stand out a lot.

What i just referred to is after you complete a big story beat you are tasked with telling people at your main hub area and going around asking about what to do next or fulfilling random errands for people that are mandatory. Yes all of these are needed for the story to progress (building the boat parts was the worst of them all) and I also understand that having downtime between big story beats so characters can interact and have a breather before the next big moment is crucial as it can’t always go 120 miles an hour.

But these moments feel fairly barren, the characters are alright but a lot of development they could’ve gotten is pushed to the side for Clive. I think Clive is a very good main character and has a decent bit going on with himself and his struggles along with the amazing vocal performance of Ben Starr really sells the moments it needs too. But with the focus being on Clive it can feel a bit strange for example in some quests and side quests, characters for example Jill may not even speak and just give confirmation dialogue. Don’t get me wrong I really like Jill and wanted to like her character more and I think the fewer moments she does get are great but she ends up falling flat a lot of the time because she’s kinda just, there.

Worst part is I’d say not only the best character is Clive, he even then is like a 6 or pushing a 7/10. A lot of his moments happen way to early and it feels like he really doesn’t change all that much throughout the game. His main driving motivation gets hazy later on for a number of reasons (trying not to spoil so I’ll leave it at that). The only other characters I really cared for are Jill, Dion and a few others. All the hub characters were also just there, inoffensive as they existed only to really do one thing and one thing only, but they were all just so uninteresting.

Despite me thinking the characters are eh (a decent amount of the main hub characters) to alright/good (Jill, Cid, Dion) they really make up for it in the performance for all these characters that does make the scenes they’re in very believable.

The areas you visit are again for me very polarising. The linear sections I think look beautiful and have such variation and in general great design to them yet the open ended areas boil down to 3 big areas that consist of fields and forests one of which is a bit more mountainous and the other big zone being a desert. These were fine going through the story and I had no problem with them it’s just traversing as Clive can sometimes be very slow and cumbersome especially in the early game and the lack of a sprint in towns can make doing quests a bit more dull.

Speaking of side quests about 60 or so of the 70 odd side quests in they game were entirely pointless, they didn’t add that much to the world building and all felt quite the same however some of the late game ones were pretty good for the game but I do think there was a tad to many.

Overall my main issues lie with pacing and how I’d like for those downtime segments to be more involved with some of the cast as well as having a much more fleshed out cast in general.

This games combat and music are the main selling points for me. Even if the combat can be boiled down to “small combo, chain special moves” and doesn’t need too much thought it’s still satisfying to play. I will admit the lack of weakness variety, unique inputs for moves, spell variety (not counting Eikon skills) and team related attacks was a pretty big letdown but Clive himself can be very fun to play. Coming up with different ability set ups that make everything just work for every situation to be able to pull of an absurd stagger damage number is fun to do and it helps that the moves in general are so visually striking.

This doesn’t factor in the games Eikon fights, which I would say are the game’s highlights. Without spoiling some of these are genuinely some of the coolest boss fights I have ever seen in an action game and has one of my favourite fights in a game based purely on the fight alone (if I was to include character and story weight to the fight it practically wouldn’t be there).

I’m writing this as the credits roll and I will say Soken did an amazing job on this soundtrack. Even if I wished the team let him create more of his unique tracks like Titan and Typhoon I still think the rest of the music is very solid. Every Eikon fight getting their own theme was nice and made the fights more memorable because of it.

I do think this game is good despite its off pacing at times and rough out of combat exploration. I still feel this game is worth the play though and commitment to see it through. Just maybe don’t do all the side quests, because it’s a genuine difference of about 15 hours at least.

7/10