66 Reviews liked by CrimsonMercuria


I knew one day being a chewing gum addict would come in handy.

I love this game.
It's terrible.
It's maybe my favourite musou.
I don't think anyone should ever play it.
I wish I could give this game 0 stars and 5 stars at once.
Suzuki should be fired.
Suzuki is a genius.

This game makes me feel like a parent. For decades, I've said that I could never have a child because I'd be terrified that they grow up to be a cunt.

Dynasty Warriors 9 is like looking into a portal to another timeline. In which my child was born, nurtured, grew up, and was terrible. Utterly reprehensible.

This game does so many things wrong that it feels like a made-up game you'd see in a gamedev university course.

For starters, it looks terrible. Just, on a technical level. Yes, the art design on characters is neat, but... Everything is muddy. Blurry. Messy. Even Koei's official screenshots have textures uglier than some of the PS3 models.

The game's lighting is terrible, with the developers seemingly unable to understand the concept of ambient/rim lighting or shadow cascading. The end result of this is that everyone is hyper-reflective during the day and basically invisible at night.

And just... Fucking christ alive, who oversaw this game's visuals? Did it get any QA? Why is there dithering/artifacting even when anti-aliasing off and the resolution at 4k? Why does rain pour indoors? How do characters end up with snow on them in central China during the summer? Why doesn't anisotropic filtering work?

The weather, especially, is bad. When it rains, the world is draped in a thick veneer of vaseline, turning the terrain into the chapped lips of a giantess. Every character's model becomes rubbery and shiny, not unlike someone porting PS2 models into fucking Dark Souls. At night, all of this is reinforced by how shit visibility is - but hey, at least the lube shine makes characters visible in cutscenes.

I could go on forever. This game is appalling to look at. Even the effects are poorly done.

Don't even get me started on the story. It has some redeeming characteristics - like finally writing Liu Shan decently or giving any weight to the Jiang Wei/Zhong Hui rebellion, but fucking HELL the format and cutscene direction is terrible. Field/battle songs will often overlap serious or even sad scenes, resulting in characters tragically dying of illness while a buttrock song blares. Most of the story is told via Persona-esque "stand and emote" conversations, the majority of which are nothing but scheming or rumination. Sometimes, rarely, characters stop and ponder the morality of their violence - before the game slaps you with 5-6 objectives where the goal is to kill 4000 people and plunge China into chaos.

And there's a lot of them. There's so many of them. This is the most dialogue/cutscene heavy DW by far and it's awful for it. Your only reward for doing anything is to be shoved into 2-3 loading screens and sat in front of characters emoting to one another like VR Chat users testing out their model's built in animations. What's worse is that, regardless of dialogue track, the voice acting is terrible. I know weebs will insist the JP or CN tracks are better, but trust me: Everyone involved in voicing this game isn't even trying. The troubles faced by the EN cast are well documented by now, but even the long-running JP VAs sound bored and as if they're phoning it in.

Aaaaaaaaaaaaaaaaaaaaaaaaalso you're only shown character specific endings if you play as that character. There are four kingdoms (plus Others) and 94 characters. Good luck with that. What the game does not tell you is that story mode is actually DW4's kingdom mode but with DW5's selection, so to see every ending means repeating an obscene amount of content with your chosen character awkwardly standing there in cutscenes.

Perhaps the worst sin of all is that the gameplay, the core and saving grace of these games, is terrible. Utterly irredeemable. It's an iteration on DW6's system, except with even less attacks. Instead, you merely do normal attacks and hit Y whenever an enemy does something that makes them vulnerable to a hard-hitting no effort counter. The window on these counters is obscene and doesn't get better with difficulty. Alternatively, you can use one of four Flow attacks which frankly feel like cheats. You are far harder to stagger while executing them, they have ludicrous range regardless of weapon, and they lead into Flow combos which basically make enemies into lobotomized invalids.

When musou boomers whinge about the AI in 'modern' games, this is what I imagine they're seeing. There's no threat here, no challenge. Just beating up sandbags without any impact, because the sound design is the worst it's ever been. You, the player, are simply TOO POWERFUL. There's not even any new moves to unlock on leveling!

None of this is helped by the map. Put simply, it's empty. I'm very much an "exploration is its own reward" person - which carried me through a decade of Ubisoft titles, admittedly - but DW9 pushes it. The world has nothing. No character-specific sidequests or secrets or what have you. Just mooks, Ubisoft towers, hideouts, and a hamfisted crafting system that doesn't actually matter because of how stats work.

And, in spite of all this, I kinda love it?

This game is insane. For a company known to be cheap and minimalist, this game is so fucking maximalist. They just threw EVERY idea in here.

Sure, let's radically revamp the combat system. Also add horse levels. And a fishing minigame. Fuck it, empty open world too. Stamina system? Sure why not. Crafting and animal hunting? Wire in. Third person shooter bow mechanics? Top, smash it.

This game is ludicrous, it is a scathing indictment against the very concept of self-indulgence.

It's horrible, and I love it.

I love dicking about in China, in a static world where nothing I do matters yet I alone am God. I love taking legendary warlord Cao Cao and having him fish in silence alongside his sworn enemies. I love putting the invasion of Chengdu on hold for a few IRL weeks because I'm out mining. I unironically love the OST, which is DW's best. I LOVE the designs, which are probably the best DW has ever had and will ever have. I love the shitass English dub, the first game to ever recreate the experience of watching your Drama class peers do Shakespeare in High School.

This game is fucking terrible, don't ever play it.

This is too empty a game to be sold on its own. If it was added to the main game as DLC then I wouldn't have such a big problem with it, but as it is, it's nothing more than a mediocre game. On the other hand Miles Morales is never an interesting enough character to make a game on his own. His story is boring as hell. Once you've played the main game, there's no reason to buy and play this game again.

This review contains spoilers

Finally, after all these years, all this waiting...a sequel to Metal Gear Solid 4.

Less of an elegant melding of the design philosophies of Xenoblade 1 and 2 and more a Burnout-Esque car crash of systems, careening discordant mechanics at each other again and again, piling mechanic upon mechanic upon mechanic, leaving each one shattered by impact, until finally, just when it would be funniest to...another system comes screaming in and collides with the pile-up. On paper, Xenoblade 3 seems like it might really be the best of both worlds, but paper is famously two-dimensional. Practice reveals that Xenoblade 3's complete incoherence, its inability to make any single element of its design work fully with any other results in a game that was, for me, actively unpleasant and frustrating to play through.

So many things about Xenoblade 3 reward you with experience points, be they sidequests, chain attacks, or exploration, and certainly the most fun I had in Xenoblade 3 was the initial thrill of abusing the chain attack to get 1000% extra EXP and go up like 4 levels at once. But because the ability to level down to keep apace with the level curve of the main quest is bafflingly locked behind New Game+, and because fighting enemies below your level substantially slows down the unlocking of your Jobs, which the game encourages you to switch near constantly but also encourages you to remain on a single job so that others can use it too, what gaining that EXP practically means is a short burst of endorphins at seeing Number Go Up in exchange for an hour or two of staid misery as your progression grinds to a halt and you languish in a party composition you aren't enjoying so that you can unlock one you do like later. A game where you are punished for progression, and punished for not progressing by potentially missing out on the first game in the trilogy where there is more than a handful of sidequests with actual stories and meaningful gameplay unlocks in them. Xenoblade 3 represents the point where the memetic maximalism of the series, something I have always enjoyed about it, finally buckles and collapses under it's own weight, the cumulative effect of all this is being that you are left with a game built on systems of rewards that actively work against things the rest of it is doing, that make the game frustrating and unpleasant to play, the RPG design equivalent of being pulled in 4 separate directions by each of your limbs.

The story produces a similar effect. While the pretty great core cast provides a solid foundation for the game, thematically or stylistically there's not a single theme or idea that Xenoblade 3 brings up that it will not at some point contradict or muddy, not a single thing it ever fully commits to. Sometimes this is borderline parody, like the scene where the party rages with righteous fury at members of Mobius for having the temerity to treat killing people as a game, only to then in the very next screen meet a hero character who treats killing people as a game that every single character is completely on board with except for Eunie, who is chided for the crime of consistency and is asked to undergo a sidequest character arc in order to stop committing it. It often has the feel of a first draft, especially in how characters significant to the histories of our crew are introduced in flashback seconds before they reappear in the present to have a dramatic and tearful finale. Down to the very basics, the broad theme that comprises so much of the story and the gameplay, of two disparate peoples doing good by coming together, is shattered by an ending that sees their separation as a tragic necessity. By any conventional standards of narrative or mechanical coherence, Xenoblade Chronicles 3 is an unmitigated disaster.

This isn't a unique failing of this game, however. Some of this is not unique to Xenoblade 3, but rather represents a degree of exhaustion I have with elements of Xenoblade that have remained unchanging. Xenoblade has always taken influence from MMORPGs, but it's influences have never really extended beyond the experience of the player character. Playing through raid or even dungeon bosses in an MMO, with their own discrete mechanics and designs that throw wrenches into your rotations you must react to, alongside Xenoblade 3 thoroughly demonstrates that if Xenoblade is a single-player MMO, it is a single-player MMO where every single enemy is a mob, where every single fight plays out almost the exact same way. Whether you are fighting a lowly bunnit or the God of Genesis, you're going to be just trying to execute your rotation all the same. And the rotations themselves are incredibly simple, the actual challenge is navigating around the uniformly terrible AI of your squadmates. The chain attack has always felt like a concession to this, and never more so than here, where at almost any time the + button lets you opt into a mode of play that tosses out basically the entire rest of the battle system to play a minigame that also happens to be a completely dominant strategy that is more powerful than anything else in the game, at the cost of being incredibly drawn-out and boring. Similarly, the world design, which is basically the same as the prior games but much wider, exposes just how uninteresting these spaces are to explore when the visuals and atmosphere aren't doing the heavy lifting. But Aionios is a particularly bland and staid world, with precious little interesting visual scenery and barely buoyed by a soundtrack that, Mobius themes aside, I found almost totally unmemorable. Both in the things it takes away from prior games that may have distracted from it, and the things it does itself, Xenoblade 3 does an admirable job at demonstrating the rot at the core of this entire series, the flaws and failings that have always been there, brought into the light more completely for the first time.

And it almost works. It genuinely, sincerely, almost works.

The world of Xenoblade 3 is a literal mash-up of the worlds of Xenoblade 1 and 2, a staid, in-between world maintained in eternal stasis and backward-looking by a group of (awfully-dressed) manchildren who treat all of this as consequence-less entertainment for themselves, who hang out in a theater watching clips from the world outside as if they are little more than episodes of a weekly seasonal anime. This lack of coherence, the way the writing never takes more than a step without stumbling, the way the ungodly chimera of systems and mechanics makes simply existing in Aionios feel genuinely stressful for me, against all odds does manage to feel resonant with the parts of the story that are about how existing in this singular moment is awful, how we need to forcefully draw a line under all this and move on. When characters talk about how much they hate this world, I sincerely agree with them. I hate it because the time I have spent here, because I have hiked across its vast empty wastes, seeing off dead bodies in a spiritual ritual reduced to a Crackdown Orb, because I have fought the battles of this endless war between Keves and Agnus and found them to be unpleasant and unsatisfying, because I have found the carrots of progression it offers to be hollow and tasteless. Xenoblade Chronicles 3 earnestly and sincerely represents a formal boldness that I genuinely did not think Monolith Soft was capable of, a willingness to produce a game where the act of playing feels terrible in order to underscore its point about how the world it presents must be ended. Even if it's lack of materialism and eagerness to abstract it's themes means it's never going to hit me like games that name their enemy (I've seen people talk about XB3 as an anti-capitalist game and while I can see how it's talk about destroying the Endless Now would be resonant with feelings like that, I'd like to direct your attention towards the early scene where a nopon explains the Free Market to the party and they all go "that's so poggers" and also the unbridled Shinzo Abe-ness of certain scenes, you know the ones) it nonetheless represents Xenoblade going further and reaching higher than, frankly, I ever thought it capable of. When a late-game boss starting randomly spouting contextless lines from Xenogears' theme song, I knew that some part of this game knew what was up.

I wish the rest of it did.

Perhaps Xenoblade 3 would be dishonest with itself if it did not also muddy and fumble the one part of it tying all the disparate strands together, but by indulging in earnest and straightforward nostalgia to an almost comical extent. One of the earliest things that intrigued me about Xenoblade 3 was how each of the two nations is ruled by a figurehead representation of a prominent waifu character from a prior game, where the uncritical worship of these characters is manufactured and exploited in order to maintain the endless war machine. It was cutting, it was incisive, and seemed self-aware, however briefly, of just how wretched the fandoms of these games are. Of course, it couldn't last. By the end, these figureheads are replaced with the Real Versions of these characters, who actually are uncritically good and brilliant and worthy of worship, whose immense power is absolutely necessary to destroy "The Endless Now", and also my willingness to find something that means anything in this mess. The one thing you absolutely cannot do when making a story about clinging to the past being wrong and bad is to parade around that same past as if it's the second coming, to indulge so completely in uncritical fanservice that buries anything interesting beneath tuneless self-indulgence that sounds like a thousand teenage boys yelling "BRO PEAK FICTION". If Xenoblade 3 isn't willing to commit to what it's doing, why should I? Why did I spend 100 hours of my life that I will never get back on a game that's just going to throw away everything interesting it's doing a the final hurdle? What was the point of any of this?

The angry tone of the prior passage is not how I feel now, given time to relax and reflect on the parts of the game that do genuinely work for me, like the main party (Eunie and Taion prove that Monolith Soft is in fact capable of writing a good romance, they have thus far simply chosen not to) and, of course, the parts that Really Don't Work, which are the things that worked most of all. But I'm not really able to get over that the one thing I found was truly interesting and exceptional about this game was something it just couldn't resist the allure of Servicing Fans enough to bring home. With Xenoblade Chronicles 3, Monolith Soft set out to prove that Xenoblade cannot continue the way it is, and the worst part is that they succeeded...just in a way that convinced me that the problem might lie deeper within Monolith Soft, not simply with Xenoblade itself.

Ultimately, I just think these games aren't for me anymore. I really gave it the best try I could, but I'm content to let the people who do still love them enjoy it themselves, whilst I let time turn it into a faded memory. The best Xenoblade, on paper? Definitely. But then, cardboard cut-outs don't make for great company, do they?

I believe every video game playing human on earth needs to have a short list of games that massage your brain with dead-simple stimulation. Vampire Survivors is one such game. It's kinda like geometry wars but with an evil horror movie skin and numbers. It's great!

Octopath Traveler came out at the right time, It kickstarted the HD-2D genre.
That's about all I can say about Octopath Traveler. While the game was a commercial and critical success, It felt lacking in more aspects than one.
So here comes the long awaited sequel, how does it fare to the original?

As of writing this, I don't believe I've ever played a game that improves on every single part of the original game and rises to new heights in the entire genre. It's a magical little game that has managed to hook me in from the first minute of playing the game, every single character is interesting and are fun to be around, they each have their own storylines together. It feels like everything has finally clicked.
The original game simply feels like just a proof of concept compared to this.

Octopath Traveler as a game was an interesting idea, but it lacked the narrative hook and It didn't help that the characters weren't really interesting either, the interactions between them were minimal or even non existent at times, everything felt disconnected.
The game at its core felt like a short 20 hour long classic SNES JRPG about multiple protags of which all of them had their own storylines cough Live a Live cough but stretched over to 100 hours, it felt exhausting.
This resulted in the average person picking up the game for around 20-30 hours, having their fill and putting the game down.
However Octopath 2 feels like it deserves those 100 hours and ends up making every single minute of those 100 hours insanely fun and entertaining, be it the combat, the characters or the beautiful environments.

If you were someone who loved the original, were let down by it or absolutely despised it.
I desperately urge you to give the second game a chance, there is no doubt in my mind that this game will go down as one of the greats in the entire medium.

I still fucking hate my neighbor

I really fucking hate my neighbor

what if the guy from star trek gave you a really fucked up fish

When I was younger, I fell in the bathroom. The left side of my head collided with the base of the sink, and I was told by an incredible amount of people that, had I fallen a little further to the left, I would have collided with the sink and suffered severe brain damage.

This game makes me wish I did. Perhaps, if I had brain damage, I could enjoy it.

Anyone who sincerely believes DW9 to be the worst DW should be locked in a room with nothing but this game and a LeMat Revolver, loaded with a single round. It is horrible. Beyond horrible. This game is more devoid of redeeming traits than most war criminals.

I'd heard so many bad things about the Renbu system. For years, years I'd heard them. None of them prepared me for reality. What the fuck is this combat system? In lieu of a charge attack system (wherein you hit with light attacks and then press charge to do a heavy hitter), this game merely has entirely independent light and heavy strings. There are no transitory moves, not even any imitators of the old system. Simply these, a command grab, and jump attacks.

This is bad on its own, but the actual Renbu system is salting the wound. No, you can't use your entire combo strings immediately, no matter how high a level you are. You have to hit enemies to build up the Renbu Gauge, and upon rising in level you are granted extra combo strings. In practice, this turns the game into what most journalists think musou is; aimless, uninteresting button mashing until the stage ends and you are free from the gameplay for a moment. It's awful. It sucks. If you tweet 'there is no such thing as bad game design' there should be a legal requirement to play this game first.

The game's utterly atrocious camera doesn't help either, with the low FOV and forced perspective changes often obscuring where your target is. For some mind-boggling reason, the camera often tilts to the left or right at an angle, usually leaving the player character uncentered and making you blind to the enemies behind you who're hungry for your supple little bo- er, Renbu.

And no, before you ask, the gameplay isn't the only bad thing. Aesthetically, this game was made in a cauldron that was still crusty from brewing TES IV: Oblivion in it. Everything is... soupy, lathered in poorly distributed high contrast colours and the kind of bloom that made Oblivion a migraine-inducer on consoles. Character designs are a gaudy mix between feudal plate armor and the chinese armor endemic to the PS2 titles, with the idea of 'design coherence' being kicked into a river like Liu Shan. Designs range from 'competent' (Like Zhou Yu or Xiahou Dun) to looking like a horrible Xenoverse 2 OC with mods (I.e, everyone in Shu and Zhang Liao).

The maps suck too. I don't know whether the actual design or the geriatric movement speed is to blame, but they at once feel too large and claustrophobic, making navigating them a pain. If you modded DW8 to have the speed of DW3 I imagine this is what it'd feel like.

So it looks like shit, plays like shit, handles like shit and is designed like shit. Does this game have any redeeming aspects?

No.

It sucks. The End. Goodbye. I'm going back to my DW8 replay.

God.

Fuck.

Damn it.

Urgh.

My opinion on this game has oscillated ever since I played it at the start of Covid. I used to think it was amazing, you know? 170~ characters, tons of stages, a cool magic system with swappable powers, mythological heroes and some really cool new movesets. Whenever I recommended a WO title to someone, it was always 4.

But I dunno. Time hasn't been kind to this game. My musou marathon in 2021 already introduced me to games that were not only better, but shamelessly ripped off as part of this game's attempt to win people back after DW9. I skipped over it back then because it was right after WO3U and just... Jesus christ I did not want to try out another 170 characters right after clearing that game.

So, I ended up going back to it later. Muuuuuuuuch later, after I finally gave WO2 a genuine and sincere shot... So about two days ago.

And boy howdy doo has my opinion plummeted.

WO2 is not perfect. For all its good, it's still one of the first musous to make peons little more than set dressing and the morale mechanic a completion gauge. Yet, the entire time I speedran WO4U again, I found myself missing it.

Missing the weighty, impactful combat. Missing the unique R1 specials that had me genuinely pondering my team composition with characters I'd previously never given a shit about. Missing the simpler but more streamlined camp. Missing the cool little treasure guides. Missing objectives being optional but impactful as opposed to mandatory stops on the rollercoaster ride. Missing neither the SW or DW characters being particularly dormant. Missing the dub.

WO4U doesn't have any of these. It has weightless, floaty combat that somehow somehow feels worse than either SW4 or DW8 ever did. It has generic shared specials that are honestly pretty bad barring a few standouts. Missions are basically straightforward cut 'em up fests where you listened to canned and poorly acted dialogue play out before the next door opens or objective pops. SW4 characters stand out above the rest, able to dart around and slaughter peons without the need for treasures.

In exchange for all it lacks, you get... Uhm... I don't know. I used to love this game, and now I genuinely don't know why you'd play it. Athena, maybe? She's gorgeous, moe and has feet. Beside her, though? I dunno.

Just go play WO2. Or WO3U if you want to be a masochist. Or Warriors All Stars if the crossover characters appeal to you.


A random boxer's fists are stronger than most weapons in the game

plays and looks even worse than the first game by some incredible feat. you get to bully bird though. so there's that