222 Reviews liked by Atomicflame101


A profoundly misunderstood classic that manages to impresses when stacked up against other games of the time, and effortlessly clears most modern attempts at being a satisfying action game. Even beyond the innovation on display (nobody was doing it like Capcom back in the late 90's/early 2000's) I'm consistently swept off my feet at how enjoyable this game is, even after around 8 personal playthroughs and 21(!) years of further innovation and inspiration in the medium. Dante may be a tad heftier than your modern action protag, but it has the side-effect of forcing you to constantly stay glued to encounters in a way I haven't really seen before. You must consider every step you take and every action you make, it's electrifying. I don't have any ill will towards Itsuno for reinventing the series like he did --who wouldn't after being tasked with scraping together the scattered remains of the last title and still having it come out like crap-- but there's still something here that later entries still have yet to recapture for me. It may not have the glitz and glamor of it's many sequels, but what you get instead is one of the most well considered, tightly paced, and highly rewarding gaming experiences out there.

The best game on the Nintendo 3DS period. The story itself is nothing too special but it's held up by an extremely memorable cast of characters, amazing and funny dialogue, sweet rail shooter and action gameplay, and the banger soundtrack is the cherry on top.

The only real downside to this game is that it discriminates against left-handed people and if you're one of these people, i'm so sorry.

Turnabout Big Top killed my family

It's insane how they made literally the best videogame combat ever in 2006 with God Hand and literally nobody, not even the people who made it or own it, has ever made anything even resembling it ever since.

I love the combat, the animations are amazing, this game is awesome, I love it

boot up warframe, look at my frames, queue into a mission, cancel mission queue, close warframe

If Ganon turned into a big worm Hyrule would be finished I can tell you that

Only played 3 levels and stopped because if I continued, I wouldn't be able to enjoy any other game again because of how epic it is.

This review was written before the game released

i'm trying to think of when exactly i heel-turned on the pokemon series... i cut my teeth on third and fourth gen, returning back in time for gamefreak's arrival onto the 3ds with x and y, and the cracks certainly showed then, but nothing could have been more damning than the release of omega ruby/alpha sapphire, its absence of the beloved frontier explained away in an interview citing "well, who the hell finishes these games anyway?" and that sort of blew my mind, hearing a game director outright handwave inattention to the delivery of their own product with "oh, who cares?"

inattention... is certainly one word that comes to mind when playing pokemon legends arceus. the entire game feels cobbled together from breath of the wild's sloppy seconds, some mmo styled fetch quests and tasks, and youtube videos of pikachu running through an unreal engine wheat field, comments repeating one another with "THIS is the game eight year old me dreamed of playing!"

well, dream bigger.

here's the gameplay: you, the player, enter a map from rust with unloaded textures. in this ugly mess of morrowind bump mapping, you run around and collect resources. of the many things you can make with them, a pokeball is one, and that is how you'll build your team. once you've lobbed enough of the things at unsuspecting wildlife (or suspecting because you ran full steam ahead and threw the damn things like mad), your new goal is to train the team and fill out the pokedex... in addition to completing story beats, of course.

but let's talk pokedex. capture a 'mon and move on, right? wrong. capture 5 of that mon. kill 7. see it use 'ember' four times, and so forth. you do this for every single pokemon, these series of menial tasks designed to give players SOMETHING to keep them in their far cry 2 usermaps long enough so that they don't run through the game too quick. and you have to do this, by the way--the pokedex acts as gym badges do in the mainlines, each badge ("rank") allowing you to use higher leveled pokemon. don't give a shit about screwing around with budews and geodudes? well you better, and you better do it often lest you lose control of your own pokemon.

how about the battles? it's funny--i feel like the initial trailers made combat seem more involved than it really is, which is... your standard turn based affair, really. there's some reworked 'speed' stuff going on, but it's genuinely whatever you're used to from the mainlines with the strange addition of being able to walk around and harass the poor beast you're fighting (or, rarely, its trainer). it's fine, too--don't mess with what works. it's actually fantastic how smooth the transition is in and out of battle, too, a player in legends being able to cut through five starly in the same amount of time a bdsp player might take with just one. this begs a question, though: why no multiplayer? huh? it's the same battle system as anything else, so what's the excuse? why can't i go fight my friends with the shiny zubat i nabbed? gamefreak can't handle seeing me run around in an arena crouching really fast in front of the opponent?

let's get back to the map, again, where all these battles take place. there's not much going on in them. the moment you exit the city hub's gates and find yourself with newfound freedom (after an hour of excruciating tutorial), you see.... virtually nothing of interest. there are some poorly rendered trees out in front, and some... rocks to the left. some grass. there's mountains in the distance, but don't be deceived--this isn't an open world game. you aren't climbing that mountain. you're certainly welcome to piddle about around them, though, the only 'reward' for exploration ever being just finding large pokemon every so often (at turkey leg dangling higher levels, too). for all the ideas nipped from botw, creating intrigue in landscape design isn't one of them. it's just your very, very painfully average set of bump maps with repeating water textures, repeating dirt textures, repeating rock textures--

it's an ugly fucking game, is what i'm trying to get at.

"graphics don't matter!" graphics matter. they aren't the end all be all, but a book in light grey print on pages sopped with coffee certainly presents a more unenjoyable reading session than you'd like. it's questionable why the game is in this state at all, barely steps past the original alpha trailers. this is the part where i must iterate and reiterate: pokemon is THE most profitable media property in the world, eclipsing genuinely anything you or i can think of. gamefreak and the pokemon company bring in over 170 million dollars annually--so where the fuck has it all gone?

well, i can make a guess: straight into exec's pockets. these games hardly matter when the pokemon company's biggest source of income stems from merchandise of all things, so here's the position pokemon legends found itself in at gamefreak: the studio wanted to make a nintendo-hire-this-man type game, they were told "sure, and you'll do it in two years!" to which someone probably complained, asking why so little time, how they'd have to dramatically cut down the scope and intent, to which they were probably told "so?" among "it'll sell regardless" and maybe even "no one finishes these damn things anyway."

and that's where gamefreak found themselves, having to create a scope actually manageable. it has its good little bits that the team knew they needed to get right, like going in and out of pokemon battles, qol changes making managing a team easier than ever (choose when they level? choose their names after? hell yeah), and even the brief interest of just hearing a faint, familiar pokemon cry quite near you... but it all takes place in these ugly, lifeless worlds sorely lacking trainers, sorely lacking cities and towns and settlements at all, sorely lacking actual level design and creativity and care.

so maybe it isn't inattention. in all honesty, gamefreak probably did the best they could given the time they had and the ideas they wanted to work with, and they knew the shit that was bad... was bad. the end result is a barely fun gameplay loop with tried and true designs smothered in mediocrity, in fetch quests and genshin tasks, in a lack of art style and cohesion, in sandboxes that fail to justify themselves, in a story that i wanted to spend a paragraph writing about but what the fuck ever, it's a pokemon story, that shit was always going to be bad.

let me wrap this review up by describing the (spoiler free) circumstances leading up to deciding i'd had enough. i did my fair bit of exploring and leveling up, and it got very old very quick, so i plowed ahead with the story and ended up at a boss fight with baby's first dark souls mechanics on display--one i ended without even using a pokemon. this granted me access to a new area, and it was there that i found the same ugly level design but with 50% more brown. i hightailed it to a ruin (which was a large, square, empty box) and met a character who hated my guts. i found three bandits after a hyped up cutscene all to just face one level 23 pokemon, and then i returned to the ruin character who now suddenly loved me as a result, her character arc completed in the span of 5 minutes, and i then realized that if i wasn't playing any longer for the exploration, and i wasn't playing for the gameplay, and now i didn't even care enough to play for the story... then there just wasn't any reason to play a minute more.

gamefreak could've done better--even if you end up playing and loving legends, you may still find yourself agreeing with that sentiment. but they won't do better, and they won't have to when these games sell the incredible gangbusters amounts that they do. the pokemon company knows this, and that's why gamefreak's never going to get the dev time they actually desperately need. so long as half baked $60 early access crap like this is peddled out and sold in the millions, nothing will ever change. in other words...

should you buy pokemon legends, you aren't supporting a brave new direction to take the series. you're supporting a grindhouse dev studio forced into mediocrity, and that's the direction they've gone for the past decade, and it'll be the same till they or this series dies. just don't forget an arceus plushie on your way out.

Definitely the weakest game in the souls library, this game seems to believe that, the difficulty, and only the difficulty is what made the other souls games great. So they just crammed enemies, difficulty and damage in. And it’s still somehow not the hardest game, but one of the easiest in the souls series. Not horrible, but very middle of the road game.

I'm convinced this game cursed atlus because everything they've released after this has been so MID

Lucy keeping the football away from Charlie Brown except Lucy is Atlus, I'm Charlie Brown, the football is genuinely great combat, and falling and hitting the ground is dealing with a story that feels like an atheist/libertarian teenager's bad fanfiction and also causes unbelievable psychic damage

Everyone involved with Toki/Innana should have their hard drives inspected

Gorgeous and natural open world that let's you progress freely, imitating what the first Zelda game wanted you to feel but with today's hardware.

It let's you interact with all the elements in the world the way you want to, with zero limitations and countless different reactions between all enemies and the occurrences around them, excellent AI and physics. Not to mention this world has an impecable atmosphere and beautiful locations.

Incredible breaking weapon system which is what allows to have that progression and makes you willing to explore weird places and develop strategies to survive with limited resources.

Very good way of telling the story in little bits, it's simple but interesting enough, the little details around the world and in the villages are what makes the kingdom interesting.

And finally very good puzzles not only inside the really fun shrines, but implemented in the open world and centered around finding kologs, other shrines or secondary missions. Everything together equals to a very fun and memorable experience.

But according to reddit it doesn't have BIG dungeons so it isn't a real Zelda game (and therefore it's bad).