673 Reviews liked by Cakewalking


ive always felt the first evil within represented a pitifully directed attempt at something of a horror anthology, mikamis mythic final shot at a title that cobbled together the familiar imagery of his deific body of work with over a dozen new and incohesive ideas that ended up fitting together about as well as a broken jigsaw puzzle. it's one of the rawest disappointments in the medium; its successor replaces the originals dim and misguided attempts to foster a thrilling, psychological weight with a riproaring extravaganza through shattered suburbia and dingy back-alleys infected with competing egos and the subconscious. it's a modern title that perfectly replicates the tone and thrust of classic resident evil's brand of stark horror and schmaltzy optimism; if that doesn't appeal to you, i understand, but it's such a treat in modern gaming to be able to actively and sincerely cheer for a protagonists relatively unambitious goals and his raimi-esque awakening to fearlessness. ends up asking some unique questions of its own, too - just a really memorable package overall, one that i feel is way too easy to dismiss for some. in narrative structure it unabashedly wears resident evil 4 on its sleeve, too, and this is primarily worth mentioning because it's one of the few derivatives with the confidence to stand on its own and to not have me questioning if i should abandon all further engagement to go and replay resident evil 4 instead. its gameplay loop overextends its warm welcome but it is a surprisingly taut title until that point, and the open-district form led to some stirring surprises. removing mikami from the helm seemed like this burgeoning franchise's death knell, but in this instance it's a strong argument for allowing new talent to step in and try their hand at the craft

Its unwavering commitment to letting players do things their way is what makes it great; its meticulous level design that really forces players to look at their surroundings as if they were really there is what makes it one of the most fulfilling RPGs ever. Deus Ex is a long string of kept promises, from the story premise of taking down the world government, bolstered by great writing, a dynamic soundtrack, and horrible but somehow tonally appropriate graphics and voice acting, to the genius use of permanency in the upgrade system that really puts the 'immersive' in 'immersive sim.' If there's a complaint to be made here besides some pretty sizeable balance issues, it's that it does get weaker the longer it goes on- the final few missions feel like they bleed together and certain third-act plot elements could've been handled much better- but it's worth it when you realize it's all been a wonderful set up for perhaps the only good end-game player decision ever. Grandiose, mature, and dare I say thought-provoking, long before the movie games of the modern age began to convince the world that these things couldn't be achieved without sacrificing player control.

It's easy to put this game along with "meme games" that are plaguing Steam for a long time such as Hentai [put whatever you want], especially that it's similar in a couple of ways - this is a cheap, cheaply looking, clickbaity game. After all, this is a game where Sakuya Izakoi from Touhou Project series dabs! Just like meme games, it also has reachability a lot of games could just dream about.

But where's meme games are nothing more than a bunch of overused reddit, welp, memes (along with some stolen/default assets and bad quality pornography), Sakuya Izayoi Gives You Advice And Dabs feels like it has pure (heh) heart. This game wants to help you quite literally - asking you what's wrong, giving you a advice for that problem and wanting you to come back when you will need another one. And although 10 different tips doesn't feel like much, it's enough to be helpful. It also has hand-drawn art which, although not the best looking, fits well into this game.

Overall, is it that great? Probably not, but i wish more games were like this. Especially meme games.

Oh and also you won't believe what she does at the end, it's amazing.

shinada fights like a gas station crackhead

Doki Doki Literature Club is a game that only exists to waste your time. It's first act is nothing but meaningless filler setting up two dimensional characters it expects you to care about. The rest of the game is filled with surface level scares and programming trickery the developer wanted to show off.

This game is absolutely not worth the fame it got and helped to inspire hundreds of other ironic western visual novels from people who hate them. Its only saving grace is its decent soundtrack and the beautiful artwork.

Monika best girl btw

This review was written before the game released

Edit: This review got flagged lmao
I'm not finished with the game yet but it's pretty alright.

The sign is a subtle joke. The shop is called "Sneed's Feed & Seed", where feed and seed both end in the sound "-eed", thus rhyming with the name of the owner, Sneed. The sign says that the shop was "Formerly Chuck's", implying that the two words beginning with "F" and "S" would have ended with "-uck", rhyming with "Chuck". So, when Chuck owned the shop, it would have been called "Chuck's Fuck and Suck".

Tied for my favorite touhou game. Absolutely love the soundtrack, bosses are challenging, debatably my favorite cast, and for once, the story actually correlates with another directly. Has a shot type system kinda similar to the tag system of Imperishable Night, which nicely expands on some characters while introducing others. One of the harder games, yet with a fair compensation of easier to obtain lives, and the revamped continue system(for better or worse). If I'm ever bored and looking for a challenge, this is always one of my first stops. (Also Okuu supremacy, gotta love the nuclear bird wife. Solar Sect of Mystic Wisdom~Nuclear Fusion is probably my favorite theme in the series too it go so hard.)

Doom

2016

A godsend on release, trailblazing a wave of retro shooters for years to come, but just "pretty cool" after half a decade.
Still the absolute peak of tone and character portrayal when it comes to Doom, though.

The game is out internationally now btw. The art and music is good mostly because a lot of prolific doujin creators for touhou works collab'd with this game, but the actual game itself feels like generic soulless gacha, even more than touhou cannonball did.

After playing the demo I was honestly pretty worried that the full game was going to be severely unbalanced. Thankfully, that doesn't seem to be the case. The deckbuilding mechanic is really fun and a refreshing change of pace from the usual Touhou fare. Also, lots of interesting (and difficult) danmaku to dodge this time, you'll probably be on your toes for some part of the game no matter what kind of cards you take.

Gets extra points from me for the Mushihimesama reference(s).

"Kazuma Kiryu is my family"


PEAK FUCKING FICTION

Smartly written and endlessly charming, Psychonauts is an ambitious action-platformer that never plays the same for more than a minute. Such strikingly diverse level design and gameplay would be an immediate criticism of any game other than this joyous excursion into psychological chaos. The madness works on the basis of its premise of the hero jumping into people's troubled minds to help them overcome traumas (Inception, anyone?). Silly as that may sound, the abundance of quirky characters brim with personality and really bring the experience to life. There are no doubt high and less-high points in a game as freewheeling as this, the peak being the surreal, funny and rather Lynchian level known as the Milkman Conspiracy. You'll just have to play it.

You know how FE combat is pretty bad when it’s just “bunch of blue units against bunch of red units” because you can aggro the red units one by one with a tank, clean house with the other blues, move the tank up one space, spam end turn until it’s over, and that’s why FE thrives when map design, enemy compositions, chests and valuables, recruitable NPCs you don’t want to kill with a counterattack, turn limits, enemy AI, map objectives and win conditions run directly counter to that?
What if we removed all of that and made a merge units mechanic that doubles your stats in a game with low level DnD campaign tier numbers that further benefits the spam end turn strat?

You know how FE has three plots they recycle every few games? What if we put all of them in at once, having the astoundingly high number of around NINE chapters each to start, develop and conclude?

At least they finally nailed menu management, cartridge blast processing technology makes animations a joy to watch and skip both, and whoever came up with the idea of having battle tracks being map themes with added instruments that switch in and out instantly deserves a Grammy