36 Reviews liked by Doubler_Z


Sekiro has such a clear vision and style and is trying new things for From Software in a couple of different vectors. This game plays much differently than Dark Souls and the world building and storytelling are also much removed from From's typical approach. I enjoyed my time with it, but it doesn't work for me quite as well overall.

Sekiro is about parrying in a way that no other souls game is. You will have to rewire your Souls habits to succeed here, but a couple of smart decisions make the onramp manageable. Parry windows are extremely generous and failing usually just means you block (which has other negatives). It is a super interesting combat system that I had a good time learning, despite some of the cracks showing by midgame.
Enemies have poise that you parry, deflect, and clash your way through, whereupon you can score an execution, killing them immediately. Bosses take 2 or 3, usually marking specific delineations for their phases. This is a cool reward moment that makes these fights feel like balletic swords duels when it works, clashing back and forth as you learn their attacks and exploit them. Fights like Jinsuke Saze and O'Rin of the Water feel incredible as you learn their attacks and execute them perfectly. Your first attempt will be 5 minutes of healing, defending, and looking for opportunities while your winning attempt will be 30 seconds of attacks, parries, and executions. I haven't gotten quite this feeling of complete mastery from any other Souls game.
This is unfortunately undercut in many fights by the fact that poise regenerates very quickly when an enemy is at full health, so you will spend much of the battle trying to deal vitality damage to them so that you can finally parry them into an execution. It becomes a tedious and rote exploitation of their positioning and movement that simply doesn't work.
Some unclear UX around perilous attacks makes things a bit more frustrating and fiddly than it probably should be which is exacerbated by the camera and lockon system not playing that nicely with multiple enemies (each of which is doing a perilous attack on you, good luck!).
The lack of any particular ability to customize your build gives the game a very intentional feel, but also made me feel locked into playing a particular way that could sometimes be more frustrating than fun.
The negatives weren't quite enough to ruin the game for me. I did cheat my way through the final boss and don't feel bad about it.

Narrative in Sekiro is trying to be more linear and straightforward than other From games and they don't quite deliver. There is a coherent throughline, but a lot of what happens and why is either unclear or based in some lore or actual Japanese history I don't understand. There are side areas, but the progression here feels very linear, with basically one way to go to proceed and a lot of story-based area gating. It is fine for what it is, but trades From's strength (narrative through world-building and inference) for their weakness (narrative through direct linear plotting).

I love the style and look of this game. It has muted visuals punctuated by bold colors and environments that are grounded but extremely surreal. Enemies are all based in Japanese history and myth which gives things an authentic and compelling edge while allowing giant serpents, apes, and monkeys firing rifles to exist believably along with spear wielding samurai and agents of the unexplained "Interior Ministry."
Along with Bloodborne, this probably has the most striking and impressive look of any From game.

I like Sekiro quite a bit, but some of the uneven difficulty, combat system weirdness, and narrative stumbles do mar the experience for me. It is worth playing to see how different this sort of combat can be, but don't feel bad about cheating if things get a bit too frustrating.

TING TING TING TING TING TING TING TONG brutally stabs an old woman in the throat yea ok this is epic

Really makes you feel like anime

motion sickness simulator 2016

Never before have I played a game with controls this good, usually I wouldn’t even mention controls. The base building is fun, but I fear it mostly serves to extend the runtime, and force you to wander the wasteland of an open world this is. When you are in an outpost or real level, this game becomes truly outstanding. The real Phantom Pain is how close this is to the perfect game.

Scientifically proven to be the worst possible platformer.

This game was praised and worsipped, so I was sure it has to be one excellent game. Just play one more hour, it's bound to get better. Take another hour and it's guaranteed to show it's brilliance. But it never got any better. Writing is just awful, and story is most embarrassing, generic stuff imaginable. Why the hell did I actually complete this?

Feel like shit just want Coolpunk back

I had a rough start with Hypnospace Outlaw. The opening hour led me to believe it was first and foremost anti-capitalist satire, and when the game resisted my actions made under this assumption, I was frustrated. The premise alone, sleep being commodified in the name of productivity, sounds dystopian. The tutorial introduces your role as an online moderator, which you perform by reporting violations such as copyright infringement and harassment. You’re told that, although you can submit a report once you meet the report quota, you can earn a cash prize for each violation reported beyond this quota. This immediately brought to mind a similar mechanic in Papers, Please, which incentivizes you to detain people whenever possible for a commission. Sure, in Hypnospace you’re only paid in hypnocoins which explicitly have no real-world value, and sure, there’s no backstory about how I have to feed and house my starving family, but come on! I went in expecting to have my morals pushed and was ready to wield (and abuse) my authority.

That’s not what Hypnospace Outlaw is.

While struggling to deal with the game’s second case, centering around harassment in the teen forum, I was forced to realize what Hypnospace Outlaw was actually trying to do. I’d found a lead about a site called “The Dumpster,” a mean-spirited blog making fun of lolcows. None of what was on that blog was outright harassment – reading between the lines it’s obviously meant to be demeaning and cruel, but the language is mild and inoffensive enough so that it’s following the letter but not the spirit of the law. That didn’t deter me, and I tried to report every single line of text on the site for harassment. But none of them actually stuck – I got told over and over again to stop sending false reports. “But how am I supposed to abuse my authority if the standards for what constitutes a violation are so high?” I thought. “It’s like I really am supposed to act like a regular moderator.”

After that point it stuck. I had been trying to shove square pegs into round holes, but once I realized my place in Hypnospace, I embraced it. I stopped looking at everything as a potential violation and started to lose myself in the different communities and subcultures found on the forums.

Hypnospace Outlaw is pure fun. It’s unrelentingly earnest and empathetic to the people inhabiting its fictional world, and my role as moderator is just a framing device to put me, the player, as a tourist into this world. It perfectly balances an absurd, almost cartoonist tone while still feeling entirely grounded. People are weird! When given complete freedom to express yourself in a judgement-free (or at least judgement-lite) zone, we’re all cringe and embarrassing!

In recent years I’ve been making an effort let myself enjoy things without shame. I’m only 20, so I wasn’t even alive when this game would have taken place, but it resonated with my journey with unrestricted internet access and how I portray myself online. I remember making a Tumblr account at 13 and over-decorating it to make it feel like my own space before feeling so ashamed at how “cringey” it all was that I deleted it before ever posting anything. Even today, I’m always terrified to post my own thoughts and opinions (like this review!) because putting it out into the world and having it be perceived, people forming ideas about me separate from how I view myself, is terrifying. Anything I put out into the world becomes a reflection of myself, and sincerity is terrifying! It’s so much easier to hide behind a veil of irony!

The people of Hypnospace, on the other hand, are so unabashedly themselves. Each and every person’s page is a sensory nightmare of conflicting colours, textures, sounds, and imagery. But it feels so personal and so earnest that I can’t help but smile anyway. That’s admirable, and something I want to work on myself.

It’s kind of funny then, how I went in expecting this to be mean-spirited and cynical, only for it to instead be a love letter to the internet and those that put a piece of themselves online. I don’t think I could have had this same conclusion if not for my faulty first impression of Hypnospace Outlaw.

I'm not ready for the death of the internet

As overrated as the anime. The protagonist is unlikeable and all of the supporting characters are annoying, one-note anime tropes. It's tonally inconsistent and has poor pacing. The humor is unfunny and a lot of it is just sexual harassment. The strong point is the sci-fi storytelling, but even that feels pretty underbaked.

They should add support for resolutions higher than 1080p and integrate the third-party fixes if they're going to charge this much. Spike Chunsoft's pricing is absurd.

The combat and force abilities were a lot of fun. I didn’t feel too incentivized to backtrack to old areas though.

I don't know if I can ever connect to a retro JRPG the way that so many people put them up as "The greatest games ever." I went through FF6 and Chrono Trigger , and now FF7 and came away with "I can see how thats cool, but I'm not attached to it." The only JRPG I've really come out of loving is Dragon Quest XI, but that has the benefit of being a modern game.

I feel like my main problem is I never get attached to the party members, and I think its the text based dialogue(?). Maybe not just that, possibly also the amount of time actually spent with the party, doesn't feel like its enough. If there was voice acting and a good performance, that could be alleviated i think.

Another reason for that in FF7 is I don't think the party members feel unique mechanics wise. So I'm not getting super attached to these characters because I love how they play, or through the way they are portrayed. FF6 I got to enjoy Sabin because he suplexed and shit; the FF6 cast had a lot of unique stuff going on for them, but FF7 its pretty much only limit breaks. The materia system is cool, but it blends everyone together. Kind of hate it when JRPG's restrict story moments to who is currently in your party, and not just summoning everyone to talk at once, perfect opportunity to spend more time with people.

I will be trying FF7R at some point because I feel like I will just like it more for the above reasons.

I did enjoy the beginning of the game up until the first Nibelheim flashback, then the openness truly took over and made me start groaning. Felt like the game was floundering for a while until I got to Nibelheim. From there to the ending is cool though.

I did start cheating at Demon Gate in Temple of the Ancients though because that boss just pissed me off and I loathe grinding XP/AP. I have cheated in every JRPG I've played and I probably won't stop (though in DQXI it was just the secret boss, I actually did enjoy grinding in that game).

I do constantly think about Cloud and his fruity little poses, stuck in my brain.

Great game but I really don’t know how to feel about the ending, conceptually it’s great but it just wasn’t satisfying, like the Ff9 ending for example. Not that that’s necessarily a bad thing but personally I like to feel satisfied when I finish a game.