78 Reviews liked by Anayalator


We have now come to the third and final game in the DKC trilogy and funnily enough, this was the first of the three I ever played. I remember feeling ecstatic when I found this at my local flea market randomly for $10 I think. I'd just gotten into collecting retro Nintendo games and a title like this was perfect for my collection I thought. I played this and enjoyed it back then, but seeing as it was my first SNES DKC game, I didn't know how it compared to the other two. Well after beating those two, I realized how much weaker this game is in comparison. After replaying all three games back-to-back, yeah this still holds true today.

Let's (again) start with the gameplay changes. K Rool has once again kidnapped Donkey Kong. Not only that, he kidnapped Diddy Kong this time around! So it's up to Dixie to team up with her baby cousin, Kiddy Kong, to save them both. The first thing you'll notice is the fact I said baby. Yes, you play as Dixie and a literal baby this time around. Yes, he is lame conceptually. But I also think he's kinda lame gameplay-wise too. Dixie plays the same as she did in 2, however Kiddy is basically like Donkey Kong from DKC1. He's heavy and can bounce on enemies Dixie normally couldn't. Not only that, he has the ability to bounce on water if you time it right..and also the ability to destroy weakened floor with a team up. Both of these new mechanics are barely used in the game, so it's easy to forget about them. Otherwise, he's just Donkey again only less cool which is disappointing considering I preferred the two lighter weight characters from 2. The team up is also not as responsive in this game for some reason? You can do it anytime you want in 2 but here, sometimes it won't work, and you have to move a bit for it to go. Idk if it's because Kiddy is big character or what, but it can be slightly annoying. Not the worst thing in the world but just annoying since this wasn't an issue in 2. Other than all that, the gameplay is the exact same as the first two, which means it's still a fun time for the most part.

The actual levels I find to be a big downgrade from 2 and even a bit of a downgrade from 1. The level settings in 1 weren't amazing but they were interesting enough. The ones in 2 were amazing and were full of a variety of settings I really enjoyed. 3 I just find super boring when it comes to it's level themes. It has forest levels, factory levels, snow levels, levels that are supposed to be Canada?, sawmill levels (okay those aren't terrible), lakeside levels, cave levels etc. Besides the sawmill levels, which are kinda neat, I find the level settings in this game to be uninspired and boring compared to the first two games. I also think because of this, this game visually looks worse than 2. Due to its environments, 2 could be really vibrant and eye-catching. 3 does not have a pleasing color pallet to me and I generally think it looks ugly a lot of the time because of that. The levels themselves are mostly standard fare I'd say. Some of the gimmicks near the end, and yeah this game loves its gimmick levels, can be really annoying tho. Infamous ones like Lightning Look-Out and Poisonous Pond are annoying yeah. There are also some other annoying ones like Koindozer Klamber and Rocket Rush that I don't hear talked about as much and they were even more annoying than the two I mentioned prior. Still, these levels are all in the endgame. Otherwise, most of the game's levels are pretty alright.

The collectables in this game are pretty similar to 2's. Bonus games back again, and this time there's a new one where you must collect 15 green bananas that dissapear after 2 seconds. This is a fine addition to the minigame lineup, tho I must say some of these were super annoying. I don't remember having many issues with the ones in 2, but here they can be brutal. This game changed it so every level (besides the Lost World) has exactly two bonuses and honestly I like that change. Once you've gotten two in a level, you know you don't have to look for more. Again, besides the Lost World which throws in a couple levels that have 3 bonuses. The DK coin was also changed. Instead of just being in a level randomly, and collecting it just like that, you must defeat an enemy called Koin. He uses the coin as a shield and you must ricochet a metal barrel off a wall or whatever to hit him as he always faces whatever direction you're in. I honestly liked this change as well since they kinda turned the DK coin into a little puzzle where you must figure out how to kill this enemy and it's pretty cool.

The animal buddies are again back. They got rid of Rambi, which is weird since he's in the first two games and is a staple buddy after this. Enguarde is still here though, and so is my boy Squitter. They got rid of Rattly but kept the several Squawks. Besides all these returning ones, there are also two new ones. Parry the Parallel Bird floats above you and can collect items in the air. If they get hit, they die but if you bring them to their animal buddy sign, you'll usually get something nice from it. The other new animal buddy is Ellie the Elephant. She gets used a ton in this game and has several different abilities. She can suck up water and shoot it out of her trunk. She can suck barrels from far away. She's afraid of mice and that mechanic gets used a couple of times. She's not bad honestly but she's also not one of my favorites.

I didn't really mention the overworld in my review for 2, because it was similar to 1's, however I must commend this game for switching things up and improving the overworld this time around. You can actually move around the world of DKC3, which makes it feel more alive. You use a variety of vehicles from Funky and you get more as you progress. Throughout the world, you can also find secret caves which house Banana Birds. You must do a Simon Says type game to get them, but these birds are used to get 103% and the true ending. While I personally don't care about the birds themselves, having secrets to find in the overworld was a nice addition. Besides this, you also have these bear characters you can interact with. One bear gives you a couple items in exchange for bear coins (this game's new Kremkoin) that you can then give to other bears in exchange for some banana birds. Other bears require you to do certain tasks in levels or the overworld to unlock banana birds as well. These are fine imo, but they're less fun than just exploring the overworld and finding the caves. Plus the bears designs I don't really care for, they never felt like "Donkey Kong" to me idk.

The bosses this time around, while better than 1's, aren't as good as 2's. For some reason, they made like every boss in this game uncanny and creepy and I don't dig their designs as much as 2's bosses. Besides that, I felt like they were simpler compared to 2's. With the exception of Barbos which I ended up kinda liking, the others I wasn't much of a fan. That includes the K Rool fight too. This is my least favorite version of his fight. I don't really dig how you fight him (I think it's less fun than the cannonballs in 2) and I don't really like the whole Frankenstein thing they went for. Kaptain K Rool was just way cooler.

I may have complained throughout this review, however nothing compares to the OST. This is a massive step-down from the 2nd game and a big downgrade from the 1st game as well. I did like Water World, that song stood out from the rest and proves that the water themes in these games are always the best, however the rest of the OST was incredibly forgettable. Compare the beginning level theme from 2 and then 3. It's night and day. Only reason I'm bringing this up is because this series is known for its amazing soundtracks. I know David Wise didn't work on this game and it definitely shows.

While I was definitely really negative throughout this review, I don't think this game is bad. It has the same old gameplay everyone loves, and even does some things right like the overworld and the collectable changes. However, with the OST being a massive downgrade from the first two games, and the levels themselves being worse overall, I can confidently put this at the bottom of my SNES DKC ranking. I'd never play this over the first two games but I've definitely played worst platformers before lol.

And with that, the DKC trilogy is done. I'm gonna take a break with Kirby as well, as I've been burnt out on platformers a bit. I actually do plan on starting a Zelda marathon next (I might alternate the Kirby marathon with this as well eventually) with some buddies of mine joining me too so stay tuned for a Zelda 1 review in the near future!

I think the relatively small Arkham Asylum location lent itself better to a more concise Die Hard-inspired narrative, but this story isn't Die Hard anymore, it's finally, truly, BATMAN now! The story and setting are fantastic, and the villain lineup in this game is impeccable, offering so many fun surprises and cameos that my fanboy heart nearly exploded! Catwoman is especially a wonderful addition, if a bit underused for the most part.

I have to say though, the Completionist work might be too damn much in this one. We need to get The Riddler on his meds again.

A 3D platformer without a jump button is a really neat idea in concept… luckily in practice it was also very engaging! You drive around as the titular Yellow Taxi launching yourself off ramps and cliffs to collect as many green gears as you can to keep unlocking new stages. It definitely has the collectathon feel, each stage is full of the important progression collectables as well as some optional or less important ones so it always feels like you are making progress (though sometimes it can be a bit obtuse). There are even levels that add in a Crazy Taxi like mechanic where you are on the clock and need to drive people around to raise the time you have in the stage, all while finding the collectibles. Sometimes the game is a bit too lofty in its ideas and the controls/camera can’t hold up but all in all it’s a really solid unique game in the genre.

Sony really are a bunch of nimrods for sending a DMCA to the dev right at the time of its original release. But alas you can't kill the dream and glad under some new tongue and cheek rebranding, Nightmare Kart is here and its a blast with more to its surface then I was anticipating for a game that initially was a April Fools joke. While not as clean and smooth as the kart racers its trying to emulate from the peak hay day of racers in this style from the 5th generation. Seeing one of my favourite games reimagined under this context is equal parts hilarious and surprisingly impressive at many points. The astral clocktower track was probably my favourite. Also a operating table as a kart use lol.

I know I'm still in the middle of another marathon (Kirby) but I've decided to also go through every Zelda game I own and can emulate because I've been in a big Zelda mood lately. Not only that, some other Backloggd members have also decided to join this marathon as well. Namely QuentTheSlayer, Ptcremisi,Steinco,Phantasm and a couple others. The four I mentioned plan on playing pretty much every game like I am, while the others plan on picking and choosing games they want to play. Either way, be sure to check out their accounts because they plan on putting out reviews for all the games too!

Anyways, The Legend of Zelda. I first played this game years ago on my brother's 3DS XL. He randomly bought this off the eShop and when he wasn't using his 3DS, I decided to actually try the first Zelda game out. I don't think I got far, and I didn't love it but it was neat finally trying this game out. Fast forward to 2020, I was trying to beat some games I started but never finished. Since I still had NSO, and I knew this game was on it, I decided to finally beat it once and for all. I did, and yeah I didn't like it all too much. I think I had to use save states, and definitely had to use a guide for most of it and that hampered my experience a lot. Coming back to it today tho, I say I still don't really like it all too much but it has its merits.

I guess I'll first go into the story of this game. Most future Zelda games also go by this same story structure as well, so get used to what I'm about to say. You play as Link, a young boy from the kingdom of Hyrule. You must rescue the princess of Hyrule, Zelda, from the big bad of this series, Ganon. You must collect the pieces of Triforce, which are used to stop Ganon, and they are split into 8 shards and are all found at the end of dungeons. The three pieces are the Triforce of Courage, Wisdom and Power. The specific pieces don't really come into play until later games, because that's if. That's the entire story of the first Zelda game. It's incredibly simple but it works, and these story details are the backbone of the entire Zelda series.

When you first start the actual game, the first thing you see on the first screen you're on, is an empty cave. You meet an old man, and he utters the now famous dialogue "It's dangerous to go alone, take this!". He hands you a sword and with that, you're free to explore the world of Hyrule. Exploring Hyrule can be pretty fun and frustrating on your first playthrough. On one hand, you'll be exploring everywhere trying to find each dungeon and trying to find any secrets you can. That can be very fun for people that just love to explore with almost zero direction, this is a game from 1986 so the best direction you'd get back then were vague hints or using an issue of Nintendo Power for help. This is 2024 tho, and you've been able to just look up a guide online for a while now, so that's what most players will do. And honestly, that's what I did and it's the best way to get through the overworld portions at least. See, this game's overworld relies on you finding random secrets you would only find by randomly guessing their locations or by using a guide. This game loves random bombable walls or random bushes you can burn, and while this only affects actually dungeons near the end, this is used for required items and also several rupee locations (that you WILL need) and so I think this is an unfun part of the overworld. If there was any indication the walls or bushes had secrets, it would be fine, but there isn't unless you find some very vague dialogue in game. That, plus just bombing a wall or burning a bush isn't really puzzle-like, which I would prefer in my Zelda overworlds. This is something future Zelda games improved on, but here, you might as well just use a guide to get most of the overworld stuff done first and then move onto the dungeons (that's what I did). I can see why some other people might find it more fun to constantly replay this game and actually memorize all the secrets, however I just don't think that's good game design and so I decided to do the whole overworld with a guide.

The dungeons themselves, while not great, are definitely the best part of this game. They are way less cryptic than the overworld, and thus are more fun. They can get pretty brutal near the end of the game, and also more confusing (they start to rely on bombable walls too) so I had to use a guide for the last couple as well. But in general, despite the simplicity, the dungeons are pretty fun. The bosses at the end of each dungeon are pretty easy but with this type of game, I'm fine with that since the bulk of the game is exploration. Something I didn't like, and I'm mentioning it here because it happens mostly in dungeons, is the fact you start with 3 health when you die. No matter how many heart containers you have, you'll always just start the game with 3 health and it's my biggest issue in the game because it's tedious having to get more health to have a fighting chance (since it's so easy to get hit in this game). Luckily, there are a couple fairy fountains that restore your health fully throughout the world, and there are caves that give you potions (believe me you will need these) so they make that whole health system a bit more tolerable. Going back to "since it's so easy to get hit in this game" whenever you get hid, there enemy pushes you back a bunch and because the invincibility frames are relatively short, it's not hard to get comboed by enemies and die. Now this didn't happen too much in my playthrough, but it can still be annoying. Outside of getting hit tho, Link plays well otherwise.

Inside the dungeons, and also outside in caves, you can collect different items that aid you in your adventure. You have some iconic items like the boomerang, bombs, a bow and arrows and ofc the iconic Rupees. You also have heart containers in this game, that you will want to find in all the caves and after each dungeon boss. There aren't heart pieces in this game, only containers, so each of them is super valuable. I won't get into all the main dungeon items, just know they're all pretty solid, but I will get into the clock. Sometimes when you kill an enemy, it drops a clock. When you pick up the clock, it stops every enemy in place if they're on the same screen you collected it on. This can be SO helpful in later encounters if you somehow are able to get one, it's very random tho so you better hope you get lucky. I also will say, one time during my playthrough, I killed three of these boomerang enemies and got three fairies at once from them. Idk how lucky that is but it seemed pretty insane.

The music in this game is simply iconic. The Title Theme(yes I shared the Famicom version, it's the best version) is probably my favorite song in the game and is the main theme of the entire franchise which makes sense since it's amazing. The overworld also uses a version of these theme and it's also very good. Picking up items and finding secrets also play jingles and they've been in pretty much every Zelda game since this one as well. If this game does anything super well, it's the sound design. There's a reason so much of it was reused for future titles lol.

While I don't care for the first Legend of Zelda all too much, due to the exploration secrets not being great and the 3 heart after death thing, I can't deny it's an iconic game and was very important in the grand scheme of things for the Zelda series. I don't love playing it, but I can certainly appreciate it for what it is.

Now that Zelda 1 is done, Zelda 2 is next. I actually have never played that one, and I haven't heard great things, so I'm worried I won't like it much but I guess we'll see. Look forward to that next.

Also, when I get to the 3D Zelda titles, I'll try to sprinkle in some smaller games in between but more importantly, I'll try to mix some Kirby games in between. Basically, I'll be doing a mix of Kirby and Zelda eventually. Just letting you know now since you'll eventually notice, I'm sure.

There's a lot I could shotgun blabber about how much I adore Animal Well, but I think what's personally flooring me is Billy Basso's fluency in video game language here.

Back when I was a kid I developed an ironic phobia of computer programs acting on their own, and it manifested itself into a hilarious curiosity for games that really screw with player expectations and UI affordances - DDLC, Pony Island, etc. Very few seem to really convey that a jumpscare isn't the thing that's deeply unsettling; it's that gap between expectation of a game's rules and, by extension, the apparent limits. A game has a framework with discrete inputs, display elements, and sound effects, so to knock the framework down is a good "scare" and one that begs the player to wonder what else could happen. But to keep it going the length of a narrative requires deeper understanding of a player's mind once they're on the defensive, the ability to pace the novelties neither too slow nor fast, and the chops to keep that story memorable past a string of funhouse tricks.

Animal Well does it. It's not just that it's a fun puzzle game - I adore it because it's a puzzle game juxtaposing the jaw-drop when an item's depth becomes apparent against horror elements; a pixel art backdrop with worms that have two-sprite animations and bloop sound effects against a smoothly-animated, human-moaning death machine; simple controls and Metroidvania platformer gameplay against ever-increasing gameplay dimensions in a game smaller than many DS cartridges that has to have exhausted everything at this point to a home stretch. Right? No.

I think Basso gets that the childlike wonder we chase in video games is often unsaid, in our heads, or between the CRT scanlines. In his first attempt to show us this, he beautifully said it in pure mechanics rather than through a lick of traditional dialogue. I love it, and I'm gonna devour anything he puts out next.

SMRPG is very cozy playing this game was very relaxing the character designs are cute and the music is nice the gameplay though is pretty meh imo most battles feel very samey and a lot of the time the game is ridiculously easy and the final dungeon dragged a bit with a lot of unnecessary boss fights but it is cool to see where the mario rpg series began and what games like mario and luigi and paper mario took from this game and improved on I had fun re visiting this game after 6 years and I'm happy it got a remake!

This was a really charming little game, definitely gave off strong Untitled Goose Game vibes but was it's own thing as well. You play as a Kitty in a little city open world where you run around causing some light mischief in order to get back home. The controls/physics can be a bit wonky at times but it works pretty well for what they were going for. It is fun to solve the little puzzles and wander around the city collecting items and talking with the other animals, and of course climbing up on things (and smashing things, as cats love to do). Very worth the little time investment, I stayed longer to do all the main tasks and clean up some of the bonus objectives, a few of them were a bit too tedious for me though.

A cute, funny and surprisingly good game! The gameplay loop is that of a souls game with some metroidvania style platforming sprinkled in, resulting in a challenging and enjoyable play-through (albeit kind of easy to cheese). Although there were a hefty amount of bugs throughout the game, they didn't take a lot away from the experience. I would recommend this game for both fans of Souls-like games and those not very familiar with the genre.

This is exactly how you do a Remake!
You keep everything that made the original good and you modernise it in such a way that you don't ruin the atmosphere and general feeling of the first.
I'm glad they did this remake because i never finished the original from 2002.
Given the advancements in gaming technology and storytelling, this remake was certainly overdue and is a welcome return to a story that captivates with its historical context.

As for the gameplay, it maintains its classic narrative, which is as compelling now as it was in the original. The driving mechanics stand out as an interesting feature; they certainly add a unique flavor to the game, although im not sure how great it actually is. It might be because i played on Classic difficulty.
The shooting mechanics didn’t impress me as much, feeling somewhat mediocre. Again, this might be heavily influenced by the Classic difficulty setting, which is intended to provide a more difficult experience.
One of the most impressive achievements of this remake is how it recaptures the ambiance of the 1930s. The setting, the music, the costumes, and the dialogues all combine to create a rich environment that transports players back in time.

Overall, this remake is a prime example of how to rejuvenate a beloved classic without compromising its core elements and it also stands as a testament to how classic games should be revitalized, by making them accessible and enjoyable for a new generation of gamers.

This game had no right to be this good! It was the perfect detective game. The cases were interesting and well thought out, always making you think like a real detective, taking into account the evidence and details to find the right culprit.
The story has lots of ups and downs, exposing you to different types of cases and investigative approaches. At times, this game felt like a great detective TV show, keeping you engaged with its twists and turns. The Noir atmosphere of the 40s and 50s is just fantastic, and Los Angeles is the perfect city for this kind of game. Los Angeles becomes Los Angeles y Los Demonios in this game, immersing you in its dark and gritty underworld.

The facial expressions are the game's trademark, revolutionary for 2011. Many people might find them a bit cringy, but I thought they were impressive and added charm to the game. The attention to detail in capturing subtle facial movements made interrogations feel more authentic and challenging, as you had to read characters’ emotions to determine if they were lying or telling the truth.

One of my favorite aspects of this game is the main menu. It’s so creative; I love when games try to do something unique like that. Out of the letters from the light panel, only the letters L, I, and E don't flicker. A cool detail, right? You know the game will be good from the moment you see the effort put into these kinds of things. This kind of creativity sets the tone for the entire game, showing that the developers cared deeply about every aspect of the experience.

The soundtrack is amazing too, especially the main theme. It’s very moody and makes me want to drink some whiskey and light up a cigar while elegantly dressed in a suit with a nice hat on my head, contemplating life and the immortality of the soul. The music perfectly complements the game’s atmosphere, enhancing the feeling of being a detective in post-war Los Angeles. Each track is carefully composed to match the intensity and emotion of the scenes, making the experience even more immersive.

One thing I can't say i was a fan of is how large the map was, considering there’s not much to do in free roam. However, it’s not really a bad thing as they did well in creating the L.A. of that time, even if it wasn't super necessary. The detailed recreation of the city is impressive, and while the free roam activities are limited, it adds to the authenticity and scale of the game.
Team Bondi did a fantastic job with this game. It’s a shame they don’t exist anymore. The effort and passion they poured into the game are evident in every detail. I hope we will see more games like L.A. Noire at some point. Until then, this game remains a standout example of what a detective game can achieve.

Damn this game could have been so much more. Just like Ryse: Son of Rome, from a graphical standpoint, the game looks amazing, better than most games today.
The Order: 1886 is set in an alternative Victorian 1886 with retro-futuristic steampunk atmosphere and fantasy/horror elements like Werewolves, Lycans and Vampires.
The story was good, i liked the Knights of the round table stuff and i liked Sir Galahad. The gameplay was also good, i liked the shooting and the futuristic weapons. Overall, the game geels great and the story does its job, I dont have many bad things to talk about The Order but... why the hell is it so short? It takes like 6 hours to finish it and that's not enough for this kind of game with such a good potential, also they charged a lot for this one, the price was unjustified and wasn't worth it.
Maybe if there was a sequel, I would overlook the length of the game and it wouldn't be a problem anymore, but i wanted to see more of The Order. Its a shame really.
This is one of the games that had potential but it was never fulfilled. I would sacrifice franchises like idk Horizon or a new Uncharted for a new The Order but that's just me:))) i find The Order more interesting, more of 'my cup of tea'.

Despite the negative backlash Crysis 3 faced at launch, it turned out to be the installment in the series where I had the most fun playing. The game made me feel like I was in a Predator movie, stalking my enemies with a bow while using the invisibility cloak. It was an exhilarating experience that truly captured the essence of a high-tech hunter.
For me, Crysis 3 felt like a "best of" compilation of the series' greatest elements. The stealth mechanics were particularly well-executed, and I found that taking a stealthy approach was the most satisfying way to play. Sneaking around, picking off enemies one by one, and using the environment to my advantage made for incredibly engaging gameplay.
As with the previous games in the series, Crysis 3 is no exception when it comes to impressive visuals. The game looks good, with detailed environments and top-notch graphics that push the boundaries of what we expect from a first-person shooter.

However, one area where Crysis 3 fell short was in its length. The game could have benefited from a few extra levels, as I found the campaign rather short.
Looking ahead, I'm not sure what to expect from Crysis 4. I hope the next installment will be better than the first 3 games.

Game Dev Tycoon is the only game i'ever bought on my phone because you know, if you pirate it you'll have no chance of getting too far into the game. At some point your games will start to get pirated and you'll go bankrupt eventually.
You start from a small garage and you end up growing into a major industry leader. I love the fact that the game begins in the early days of the gaming industry (around the 80s) and progresses through several decades, the furthest I got was to 300 years in the future 😅
The game is very engaging and it gives you freedom, you can create games by selecting various genres, themes, and platforms, and then manage the development process by allocating resources to different aspects such as graphics, sound, gameplay etc.

The game's biggest strength is it's replayability. As you progress, you unlock new technologies, game genres, and research options, allowing for increasingly sophisticated game development. There's also the challenge of staying ahead of industry trends and competitors. It adds a layer of strategic depth that keeps the gameplay interesting over multiple playthroughs.
The biggest flaw of the game is that at some point, you reach endgame and you stop unlocking new gameplay elements. I wish they supported this game for longer and added more depth to it.

All in all, this is a neat and unique idea of a game that gets addictive really quick.
Im sad that i never developed a game that got a pure 11/10 rating:((

I love this game dearly.

It's one of my favourite, if not my absolute favourite, games that Ubi has released in the last decade.

Is it a little cringy? Yes.
Is its approach to internet culture a little "how do you do, fellow kids?" Yes.
Does it try a little too hard to be funny at points? Yes.
Is it somehow sweet and sincere, in spite of all that? Absolutely, yes.

Much of that sincerity comes down to the cast of characters that make up DedSec San Francisco itself, including the protagonist Marcus Holloway (my personal favourite), engineering specialist and mask-wearing bad-boy Wrench, artsy activist Sitara, autistic sweetheart Josh and their man on the inside, Horatio. Together, they come across like a motley crew of ne'er-do-wells who don't exactly exude toughness and grit. However, that's definitely part of their charm and why they do most of their activism remotely, so it does work.

Compared to the first game, WD2 definitely does lack a strong villain, trading an old, intimidating mob boss with his hands on every part of the city for a douchey tech CEO with clout and connections. In some ways, he does fit for this particular story, but the stakes aren't quite as high for these characters as they were for Aiden in the first game.

To that point, I do take umbrage with a particular plot point where a certain character exits the story. It's clear from the buildup and the scene in question that this is the 'actions have consequences' turning point; however, this character isn't really brought up again past that point, and in the grand scheme of things, it doesn't seem to go anywhere, which is a shame.

Still, the writing and story beats are strong enough overall that these issues don't quite kibosh the whole narrative. I wouldn't say its overall as strong and put-together as WD1's story was, but the characters here are certainly more engaging.

Gameplay-wise, on the whole, I do enjoy Watch Dogs 2 much much more than the first one. Much of that is thanks to how beautiful and vibrant this
game's recreation of San Francisco is, especially in regards to dynamic NPC interactions and scenery. It sounds like Ubisoft is paying me to say this but you really can just walk around the streets, listening to the fantastic radio soundtrack and not doing anything besides that and still have a great time.

The rest of the gameplay's fun factor comes from how they've rebuilt the core mechanics of the first game here to an impressive extent. Hacking is no longer a one-button affair, and is instead its own mini menu with several sub options that each do different things to help you get through a particular area. Parkour is also way more fun than it was before. True, it's perhaps a bit slower since they focus on more flashy, acrobatic movements but it's just so fun to run into obstacles and see what Marcus will do to get around and over them.

When it comes to combat however, my feelings are mixed. Shooting is still more-or-less still foundationally the same as the first game and can be fun with its repertoire of weapons, however melee is a bit slower and, much like the first game, you don't have direct control over it and its just a one-button takedown.

My biggest issue with combat in WD2 though is ludonarrative dissonance. While I don't usually have a problem with this, especially when it comes to Uncharted games, as I understand you have to take some liberties with the story you've set and separate it from the gameplay so it can still be fun, here it kind of hinders this side of the game to a degree. Marcus doesn't seem like a cold-blooded killer like Aiden Pearce was/is and using the game's vast array of lethal weaponry on enemies, regardless of whether you feel they're deserving, just feels wrong and doesn't fit him as a character, or indeed the rest of DedSec too.

Thankfully, there are some non-lethal options in the form of stun weaponry, including guns and grenades. These do get the job done, but you need the extra ones that come with the DLC to even approach a level playing field with the enemies in the game's mandatory combat segments.

Weirdly also, Marcus's melee count as lethal takedowns and there is no option for a non-lethal version of it. The game doesn't even tell you this, either.

I call this ludonarrative dissonance, because that's all it is. Whether you choose to engage lethally or non-lethally has absolutely no baring on the story or Marcus's character development and is just there to give you more options. It's a shame that they opted out of keeping the reputation meter this time around as, in my view, this game deserves the use of it far more than WD1 did, since that game just canonically assumed that your Aiden was killing with reckless abandon anyhow.

Still, even though it sounds like I have big problems with WD2, I do love it a lot, certainly more than its predecessor. It could absolutely be a better game if you take my aforementioned gripes with it into account, but as it stands, it really is peak Ubislop open world goodness that I unabashedly enjoy.

8.5/10