Bio
-My personal canon-

Logging as of 2020 onward.

I know my ratings curve isn't pretty but I sincerely want to admit that I think 2.5⭐ is a good score
Personal Ratings
1★
5★

Badges


Listed

Created 10+ public lists

GOTY '23

Participated in the 2023 Game of the Year Event

Pinged

Mentioned by another user

Elite Gamer

Played 500+ games

GOTY '22

Participated in the 2022 Game of the Year Event

Shreked

Found the secret ogre page

Gone Gold

Received 5+ likes on a review while featured on the front page

Best Friends

Become mutual friends with at least 3 others

Busy Day

Journaled 5+ games in a single day

Donor

Liked 50+ reviews / lists

Roadtrip

Voted for at least 3 features on the roadmap

3 Years of Service

Being part of the Backloggd community for 3 years

GOTY '21

Participated in the 2021 Game of the Year Event

Famous

Gained 100+ followers

Treasured

Gained 750+ total review likes

Gamer

Played 250+ games

Adored

Gained 300+ total review likes

Trend Setter

Gained 50+ followers

Loved

Gained 100+ total review likes

On Schedule

Journaled games once a day for a week straight

N00b

Played 100+ games

Well Written

Gained 10+ likes on a single review

Popular

Gained 15+ followers

Liked

Gained 10+ total review likes

GOTY '20

Participated in the 2020 Game of the Year Event

Noticed

Gained 3+ followers

Favorite Games

Sin and Punishment
Sin and Punishment
WipEout: Omega Collection
WipEout: Omega Collection
La-Mulana
La-Mulana
Gravity Rush 2
Gravity Rush 2
Lost Planet 2
Lost Planet 2

604

Total Games Played

023

Played in 2024

333

Games Backloggd


Recently Played See More

After Burner Climax
After Burner Climax

Apr 21

Railfan: Taiwan High Speed Rail
Railfan: Taiwan High Speed Rail

Apr 21

Dragon's Dogma II
Dragon's Dogma II

Mar 31

Dark Souls: Archthrones
Dark Souls: Archthrones

Mar 22

Face Of The Killer
Face Of The Killer

Mar 11

Recently Reviewed See More

Taipei ➡️ Zuoying (Kaohsiung City)
Duration: 01h34
Train Model: THSR 700T
Train No: 0145
Number of carriages: 12 (1 business car, 11 standard cars)
Number of seats: 989 (66 seats in business car, 923 seats in standard cars)
Seat allocation: 2+2 in business car (4 seats each row); 2+3 in standard car (5 seats each row)
Top operation speed: 300 km/hr
Length of train: 304 m
Electric system: 25 KV 60 Hz AC

Welcome aboard Taiwan High Speed Rail! This train is bound from Taipei, to Zuoying. All seats are reserved. Please make sure you are in the correct seat. We wish you a pleasant journey. 🌸

Slim but unquestionably reverent and adorable. Maybe I'm gassing this up too much but it's nice to see the Trainguy subgenre have a little more meat on its bones beyond polygonal simulations and instead could be secret FMV games - accelerating and decelerating your train like it's a really meditative Superhot or something. Railfan seems very keen to show you a brief look into late-00's rail transit life, right down to explaining the historicity of the locales the line calls at, the specs of the train, even local cuisine!
Looking up the devs of the Railfan titles to find that they are predominantly dedicated to educative tactile train driving simulations, still making use of full-motion video rather than computer generated sims. I dunno man I think that's neat. I've seen people with the Densha de Go joystick but now I want a carriage door peripheral for me to lean out of.

"The world once shaped by the great will has come to an end.
It was a foregone conclusion. All is preordained.

If in spite of this you still have the will to fight, now is your chance to prove it."

This is a particularly difficult game for me to write about because I want to greedily compare and contrast every ballhair with the first title’s, just so I can diagnose exactly where my issues with it lie - why a game that is functionally so similar in DNA to one of my all-timers doesn’t hit the mark. Personally speakin, the long & short of it is that Dragon’s Dogma 2 is something of a sidegrade to the original title that distances itself too much from what I found spectacular about it to begin with.

Possibly my favourite element of Dragon’s Dogma 2 is one that could be felt from the moment you first gain control of your character. There’s a palpable heft to character locomotion, complimented by the multilayered textuality of the land itself & the threats of wrong turns into the unknown or slipping off a slick cliffside to your untimely demise - it leans wonderfully far into the concept of traversal being a battle unto itself. As was the case with DD1, being tasked to travel from safety to a marker deep into the fog of war is never a simple request. Goblins, ogres, harpies, and whoever else decides to grace you with their presence are waiting in the bushes to act as regular speedbumps to be carefully considered and planned for accordingly.

Where DD2 slips at this for me is in how little it reciprocates for what it demands. This is a sequel that has ballooned itself in scale to a dizzying near 5x the original map’s size, but hasn’t developed the enemy roster nor the environmental design acumen to make use of it. Take for instance that DD2 has fifty caves strewn around its tectonic world map, and I don’t think a single one is as impressive as one that could be found in DD1. Where the caves/dungeons in DD1 were concerned, there would be special objectives relevant to the overall story, a person you were going there on behalf of who represented a town or group, they would unlock shortcuts for faster world traversal and upon repeat visits you’d notice the location’s role in the world change for the denizens. They would be densely designed so that every corner was worth being scanned to the best of your ability for pickups, shortcuts, levers, climbing points - lending to the almost DnD-esque adventure core followed passionately by the game’s design. Hell, the locales would generally sound and look different too, built to purpose so as to become plausible enough to justify their utility in the world and lend credence to exploring them.

Compared to that, DD2 has shockingly little of this. Its myriad nondescript caves wallhugging the world could scarcely be five prefab rooms tied into a loop to house a few potions, or some equipment you could find at a store. No unique gimmicks or trials, only populated by a handful of gobbos and maybe a midboss as a treat. I feel that Dragonsbreath Tower was supposed to act as something of a callback to Bluemoon Tower from DD1 - it being a perilous journey across a handful of biomes towards a crumbling hanging dungeon that houses a flying peril, but it’s so bereft of pomp and confidence. A truly memetic core routine that made me think less of adventures and more of waypoints and upgrade materials. I want to use a Neuralyzer to remove BotW shrines from the face of the earth. And god why is none of the new music good.

DD2 implies at a big story, but to me it felt like nothing came together. I had no idea who anyone was supposed to be beyond Brant, Sven and Wilhelmina. DD1’s progression from Wyrmhunt -> Investigate the Cult -> Kill Grigori -> Deal with the Everfall -> Confront the Seneschal was great, and throughout all of that you kept up with characters like the King and got to see his downfall. The writing and delivery of the cult leader and Grigori himself far surpasses anything in DD2, despite having very similar subjects. Outpaced by DD1 in setpieces and pop-offs and thematics. There's barely any antagonistic people in the game and once you get to Battahl it feels as though the game trails off like it’s got dementia.

It's a completely different kind of design that, sure, encourages player freedom - but communicates it in this really loose way that I just don't care about. I spent much of my playthrough having no idea what I was doing besides wiping off the blank smudges of world map. What expounds this problem is that quest discoverability is astonishingly low here, oftentimes made worse by restricting itself to AI astrology, time of day, relationship levels (??). The duke could stand to commission a farcking quest board imo!!! I won’t kid myself and say that the quests in DD1 were even a bronze standard, but they worked and communicated exactly what they needed to do while also leaving open ends available for interpretation. But in DD2, they’re just awful, I absolutely hated the experience of trying to clear up Vermund’s quests before pushing Main Story progression and at this point I wish I cared as little as the game does. What need is there for almost all of them to have a “return to me in a few days” component in a game with such limited fast travel, do you want me to throw you into the brine? Frankly the game is never as interesting as when you're doing Sphinx riddles.

Combat’s good enough, I do enjoy how the interplay of systems would present the player with all sorts of unique situations, but even these can and do begin to feel samey when a very slim enemy pool on shuffle. What makes these emergent conflicts even less impressive to me is how I can't help but feel as though the ogres, trolls and chimeras in particular have had their difficulties neutered. The hardest time I had with the chimera was during a sidequest where you had to get the poison-lover to be doused in chimeric snake venom. They're barely a threat otherwise, and can either be chain stunlocked with well-placed shots or slashes, or get too lost in their own attack animations to really hit anyone. Comparing these enemies to DD1 where climbing was far more effective at dealing damage encouraged the player to get real up close to them and it felt like their AI knew how to deal with that. Like when I fought the Medusa it felt like they didn't have any idea where the party even was. I think if the hardest encounters the game has to offer is Too Many Goblins we have a problem. (Dullahan is very cool though)

I’m not miffed no matter how miffed I sound. When do people like me ever get sequels to games they love? I’ll tell u dear reader it’s Never. Dragon’s Dogma 2 is full of wonder & delight and I think anyone less fatigued by SCALE and SANDBOX than me has a home in it. I feel a little left behind, having spent 12 years wasting away in the waiting room rotating in my head the concepts DD1 confidently wields, and its further potential as a foundation for a sequel. A game that was absolutely 'for me', course correcting into sick-of-this-already airspace. I’ll be excited to see whatever news, expansions or the like the future holds for DD2. Right now, though? I think DD1 has a stronger jawline.

It doesn't do a whole lot to really deal with my foundational qualms with Late Souls entries;- where I think the incoming damage is tuned way too fucking high. Necessitating the need to turn off the part of my brain that is capable of enjoying the cool fantasy adventure and instead allocate more power to memorising excruciating enemy movesets, and resisting the urge to fucking kill myself while looking at a blacksmith menu.

What's here is incredibly cool though, there's some serious nerve to calling what is essentially a fanmade standalone Souls game a """demo""" that is currently, playably, almost as content-rich as Demon's Souls. It leaning into the linear Archstone level structure from Demon's is such a salve to me, it's like being given five different adventure novels and being tasked to push your bookmark as far as u can thru them. Each of the worlds call to prior Souls entries to varying levels of explicitness, from a remux of Heide's Tower of Flame to an entirely new desert biome that is abso gorgeous. These locales not needing to necessarily feel beholden to eachother to have that interlinked coherence is just such a buzz of variety I love it.

In complete honesty i didn't play Bloodborne Souls 2 or 3 any more than the once (sorry sory) so my memory of the minutia of their locations and enemies are incredibly hazy. Even then, it's pretty clear at times when the mod runs a boss through something akin to the Pokemon Fusion website, Frankensteining together a funny little Radagon of the Boreal Valley or whatever.

Ultimately I'm just spellbound by the ambition here, what the mod desperately needs is some rebalancing to stop the enemies from being insanely damage spongy. I don't care how gud i need to git as much as I care about wasting my time doing 50 damage per hit on an regular mob enemy that has 10,00000,0000000 hp & will give a pittance of souls on defeat.

Big 'your mileage may vary' thing here but it's free and has a great installer so it's an easy recc. If this project sees fruition I can imagine it'd be special to the point of legal action being considered or something. Saria is a my queen etc.