245 reviews liked by Empress


The game's music and visuals add so much to it. There is a real love and reverence behind this game

Super Meat Boy has influenced countless games, pioneered the indie movement and was once the face of indie’s alike. Originally a small flash game on Newgrounds turned into a full fledged cross platform release.

I cant say I particularly loved Super Meat Boy. At times movement and levels are fun, with tough times to beat and hidden collectables scattered about. Rewards for beating par times and bonus levels give a variety of reference gimmick characters and secret harder stages. However the sheer difficulty is a huge wall to pass and one hundred precenting the game I would consider impossible for myself.

My completion of Super Meat Boy comes with a slight caveat due to a game breaking bug. On the final level of the game I faced a bug that completely prevents me from finishing the game and defeating the final boss. It turns out that this has been a known issue on some versions of the game since 2012. (Why this still isn't fixed I do not know)

With that in mind I did enjoy some of my time playing Super Meat Boy but because of this issue and the huge skill ceiling I think it may be best left in the past.

Despite how much marketing this game seemed to have such as sponsored streams by people who aren't even in the anime space, a demo, and so many ads (unless I was targeted because I frequent the DBZ side of the internet), and this being a full multimedia event with an anime, this was probably the hardest time I've ever had finding a game on release day and not because I think the game is flying off the shelves. Amazon had the order delayed to the following Monday, I couldn't find a copy and any video game carrying department store like Wal Mart or Target within a 45 minute drive and even fuckin pawngamestop didn't have copies but Stellar Blade apparently is in abundance. I ended up double dipping and grabbing a digital copy (praise be to whatever god allowed this game to be only 20GB) while the amazon order got situated because goddamn it, I was looking forward to this. I think this is one of those underproduced copy situations but it gave me time to read the manga before getting into this.

Akira Toriyama's work was one of my main gateways into anime back in the day, with DBZ's ocean dub because I'm that fucking old. His artstyle is something I will always enjoy its why I played games like Chrono Trigger and Dragon Quest that to this day I think is such a standout in the genre. I'm glad another of his works is getting adapted in game form. I think his artstyle translated well in game, especially in terms of the bots (the machines you use throughout the game). That man really loved drawing vehicles and machines and it shows, especially since Sand Land's inception was because he just wanted to draw an old man with a tank which grew into something he never intended it to. Yes some characters I could see the "building blocks" and traits shared from his other work (I will always see Mr. Satan when I see that long square jaw) but his creature designs are also in full effect with giant cats with sabre teeth, dinosaurs with weird tails and prominent back and head spines, large toothed Pteranodons etc, they stand out even if the designs in game get re-used quite a bit with as much as a pallet swap and maybe one slight addition like a head piece to differentiate unless its a boss. There was also a design that was outright used in OG Dragon Ball that I was happy to see. There isn't as much to say about the style of the environments other than they look good and accurately reflect what they're named, Sand Land is very much a land of sand but I am grateful that it is not the only type of scenery available all throughout the game.

The story of the first half of the game mostly follows the manga, two demons venture out with an old man in a tank to find water, but some parts have had their order changed or elongated and there were brand new things added to what I assume more organically bridge into the second half which is entirely new. As I said in the intro, I read the manga but I did not watch the anime which I'm sure this new stuff is covered there. One of the notable new things added to the first half is the new party member, Ann. Originally it was just Rao, Beelzebub (who you play as) and Thief but she joins as the resident gearhead and a more organic style reason why the characters can get more bots because the manga was ONLY the tank. Well that is technically not true. Rao had a car but in the manga when it gets ruined it doesn't get fixed unlike in the game. I did enjoy the main group and think Ann was a great addition, though I can't say they aren't predictable as characters. Aside from a couple of the villains, the ones you spend the most of the time fighting against, I can't say I share the same feelings towards. They are just as basic, not that its a bad thing but it leads to some disengaging of interest in the narrative when I can predict every single plot beat introduced in the post manga content. I'm not saying I was expecting some Yoko Taro or Kojima level narrative and Sand land's is by no means bad, it just didn't do enough to make the predictability engaging. What you think is going to happen after reading the synopsis, is more than likely what will happen. The voice acting is hit or miss with I think Rao having the worst of it which is bad because he is one of the main characters with more of the important lines. I feel like they were going for the "battle hardened, tired old man has seen some shit" route but he is mostly so monotone it comes off as disinterested and doesn't match the character's emotion that is portrayed by the model's animations a lot of the time. Most other named characters were either good or fine but outside of the actual cutscenes, the stilted line reading that is common in this style of game makes even VA's like Kira Buckland (Ann's VA) unable to reach the levels we know they can. The dialogue that occurred during traversal also repeated a lot, and I mean A LOT. The dialogue updates after story beats but I heard the same line of dialogue three times on average when exploring ruins or doing story based dungeons. Its not as if they're allergic to dead air because there's plenty of times without it but other times they talk like its some first party sony game giving you a hint every 10 seconds. "We could get up here, if we had a bot that could jump" Beelzebub says as I am JUMPING IN THE JUMP BOT. This happens every time. I was also surprised that I enjoyed the music. Make no mistake you get plenty of "Desert Music" but the tracks that play specifically in the dungeons and towns at night were pretty beautiful.

So how's the gameplay then? Does it carry it if the narrative is as standard as I say? Depends. Do you like driving around? Because you will be doing A LOT of that. I would say 75% of the game was me driving a bot across the maps and doing various activities. There's grotto's to explore, hills to jump up (the game calls them hills but they're more like tall rock formations), field bosses to fight, bases to raid where some are stealth based and others are combat, ruins to explore and radio towers to fix, bounties and races. Those radio towers are not something you have to climb don't worry, and their requirement to fix might as well be non existent with how little you need and how plentiful those resources are as never once did I have to take a leave and come back to fix it and yes it does populate the map with undiscovered activities in the area. The grottos are just these small single room caves that have chests or ore deposits, maybe an enemy or two inside and sometimes need rocks destroyed to access. The hills are these tall rock formations that usually have a group of enemies you should defeat before jumping to the top and getting the treasure or ore deposits. Treasure chests have either materials or parts for the bots in them with the latter being in the large variant of chests. Ruins are generally larger than the grottos and sometimes have multiple entrances. Going through them you'll run into enemies, platforming challenges, and destructible rocks while you look for chests and ore deposits where both tend to be exclusive materials which in my case was assorted coins and old variants of metals. Unless I was just being blind, which is possible, the ruins always seemed to just...end. There wasn't really a noticeable "end point" or even a boss outside of specific mission based circumstances. It made them feel pretty limp, I'll be honest. The field bosses are differently designed but larger versions of the dinosaurs, panthers and crocs who's movesets aren't much different from their grunt counterparts. The human bosses are strictly from missions and have a lot more going for them than their animal counterparts or underlings. They are not just palette swaps with basic gear on their bots like what you find in the field, they have unique or specific optional parts for their bots to make the fights a bit more interesting such as emp mines, large missile packs or a grapple that then shoves 4 drills in you for massive damage.

If you aren't doing those then your time is spent driving around in whatever bot of your choice (until you need to swap for a specific feature one has), grabbing materials so you can upgrade your bots, finding fast travel points, shooting enemies and doing side quests whose contents aren't all that engaging outside of what worldbuilding they do and what they reward. The traversal gets a lot better once you get the first "traversal oriented bot" as early on it is pretty brutal with how slow the tank is even with boost. It was a good design choice to have the boost feature of bots be infinite outside of combat but I'd be lying if I said traversal didn't wear on me when those objectives where nowhere near the fast travel points. There is also a water mechanic. NO WAIT ITS NOT WHAT YOU THINK! It is not for thirst, its actually a heal and if your water bottle is full then its a revive should you die outside of your bot. A bot reaching 0 hp is game over though, no matter how many others you have on your person. The water can be refilled at the various water tanks around the map which is one of your discoverable fast travel point options. There were not many frame drops that I ran into while playing either. I only ever saw them when destroying rocks that blocked grottos, though this game does to the "low framerate mobs when far away" thing which never really bothered me to be honest.

Speaking of side quests, I won't call it a meta game but there's this hub you get early on called Spino. This town starts out with nothing, but as you do side quests they usually end with you telling someone "Hey, this town need people. Why don't you come on down?". This gets the town to grow and become more developed, get more facilities and upgrade said facilities so you can in turn upgrade your bots and just give people with nowhere to go a nice place to live in this harsh sandy land. It reminds me of building up colony 9 in Xenoblade Chronicles. Most side quests leading to "Come to Brazil Spino!" however is part of the reason why they aren't so engaging, the other being their standard side quests gameplay of "get this thing" or "find this person" or "kill this dinosaur" which is also not very captivating. I was doing them for what I got out it not because it was more game to play. You also gain access to a customizable room that you can decorate with furnishings you either buy, craft or find and can even put your bots in them which can also be expanded in size. I am not someone who really cares about interior design so I didn't spend much time on it and can't tell you if its good or bad. If you played Yakuza 8, its similar to the room you have on Dondoko Island.

Combat is generally pretty simple but it also tests your threat assessment abilities and if you've been keeping your bots of choice up to snuff. Generally though it boils down to driving around the encounter and taking shots at the enemy bots and using secondary weapons to pick off the foot soldiers as well as shooting down their missiles. You also need to suspend your disbelief because this game does the whole "The MCs don't kill, everyone they ever fought survived being shot by a tank cannon at point blank range and/or survived their bot exploding into a ball of fire". I'll give the game this though, you see the foot soldier enemies either have the dizzy stars or run away after to take down their hp fully (animals seems to actually die though, fuck their lives I guess) but I call bullshit on the ones in the bots. This also makes the times when the game talks about death to hit a lot more than it should which took me aback each time. Story based boss fights are different story as they have their phases the go in and out of and as you would expect, require a bit more actual ability to lead your shots than an normal encounter as they can be very mobile because yes this game asks that as well as having bullet drop for things like the tank cannon. There is also out of bot combat and Beelzebub is no slouch in that regard. He has his light and heavy attacks which as you should expect and the latter can be charged. Pressing heavy after a light will change the combo ender plus he can do ariel combos and the previous combo rules apply. My favorite was the 5 hit with the heavy ender which makes Beelzebub do that Chun Li super move, Tenshokyaku. Not only that, he can dodge cancel attacks even in the air. I LOVE DODGE CANCELING! Him along with the party have abilities they can use with Beelzebub having a meter and his party having cooldowns but otherwise your party will be fighting on their own. Rao has some moves for an old man, I gotta say.

I've brought up bots a lot so I'll get into them now. There are many different bots although there is some overlap between their unique function and those that overlap seem to have one lean more towards combat and the other traversal. If I wasn't doing every side quest as they appeared they would have been gotten in a reasonable flow. The tank is well, a tank. It is slow but has a lot of health, does fantastic damage with its main cannon and will be your bread and butter more than likely though my personal favorite is the Battle Armor and its goofy style punches. Other bots are made to jump high, traverse over unsolid ground, move items or just be a fast traversal bot among other things but can be used in battle with no issues. That doesn't sound like a lot sure but coupled with the overlap, you're coming up close to 20 different bots you can build and upgrade. Yes this does mean this is a game where you're better off engaging in every encounter if you can as not all materials can be found, some must be crafted with what you have on your person (or I guess demon). I am not someone who upgrades anything and everything, only what I use, so I never had an issue with not having materials unless they physically were not obtainable yet at that point in the game. It seems to be the game's way of limiting your power, though it feels like anything that is under your level scales to you (everything in the first Sand Land map was level 18 like I was when I went back for cleanup) while things that were set above stay that way until you out level them (I ran into level 20's when I wanted to go to a previously unexplored map section when I was level 15).

Even with knowing going in that the bots were a large part of the game, I was still surprised with just how much you could do with the upgrading and customization. Each bot has a different amount of parts they can equip and each individual part can be upgraded but using the tank as an example you can change and upgrade the primary and secondary weapons, body, suspension, engine, option (bonus feature, in the tanks case something like extra armor) and then 2 chip slots for bonuses. Each one of these will change the visuals for that part of the tank, not all are unique but there's several different looks you will see. Not only will they change physically, and stats wise, which should be a given, but after a certain point in the game you can customize the paint on your bots and depending on your bot you can have a lot of things to paint as some weapons have multiple color sections you can adjust. There are also several slots for decals with rotation and size options and you can adjust the metallic and glossy finishes on each individual parts. I gave my tank the angry face with sharp teeth look, some Pteranodon emblems and made it black and white. This does cost paint to do each time so its not free, and you can unlock more colors by doing some side quests. I did not see any way to transmog parts so those of you weirdos who put aesthetics above stats will need to either deal with being underpowered, hope you find a stronger version of that part you like or upgrade that part with materials.

This was honestly a type of game that on paper I should not have enjoyed as I am pretty staunch in my stance of "traversal is generally the worst part of large map/open world games". Until the first traversal style bot is build, going around the map was a chore and I recommend not trying to do too much exploring until you get one. Combat while simple is still engaging enough due to the customizable builds of the bots and ability to make them your own with colors and decals, along with out of bot combat being fun as well. The activities could use more variety to them with more worthwhile rewards other than materials 99% of the time but at least fast travel points are plentiful once discovered. The story is by the numbers at every turn and even with enjoying the main cast, it was really Toriyama's art that did the lifting for me which is how I felt after reading the manga. I don't know why this game was giving me such a hard time to track down but I think it was worth the effort. Rest In Peace, Akira Toriyama. I'm glad more of your work is finally getting attention.

" Alright we're in charge of localizing this, what's the story like again? "

" The world in the near future reached such a stage of late unregulated liberalism that 2 companies have more power than every other nation combined, and they declare war against one another because they would rather destroy half the world than not have a total market monopoly. "

" Hmmm how about we change that so that capitalism is good actually and there's a shadow government manipulating those companies who are innocenet and don't know any better (also their leader is named Aurora, thats important), and when you beat them... you achieve eternal world peace? "

" Sure. "

"𝑯𝒆𝒚, 𝒍𝒊𝒍 𝑪𝒓𝒂𝒃..."

"𝑾𝒉𝒂𝒕 𝑨𝒓𝒆 𝒀𝒐𝒖 𝑫𝒐𝒊𝒏𝒈 𝑯𝒆𝒓𝒆?"

"... - 𝑨𝒏𝒅 𝑯𝒆 𝑨𝒏𝒔𝒘𝒆𝒓 - 𝑫𝒐𝒏'𝒕 𝒚𝒐𝒖 𝒌𝒏𝒐𝒘?"

"𝑰'𝒎 𝑯𝒆𝒓𝒆 𝑪𝒖𝒛 𝑰'𝒎 𝑩𝒆𝒕𝒕𝒆𝒓 𝒕𝒉𝒂𝒏 𝑫𝒂𝒓𝒌 𝑺𝒐𝒖𝒍𝒔 𝟑..."

Another Crab's Treasure: Bom de mais, mds que ideia maravilhosa!

Acho que é a segunda vez que eu brinco dizendo que um souls like é melhor que Ds 3... Não tenho problemas com ele, na verdade eu gosto muito, faço isso só pela brincadeira mesmo haha.

Mas assim, eu tenho que falar, Another Crab's Treasure é fantástico... Extremante divertido, muito mesmo. E principalmente, esse jogo esbanja uma personalidade tão fofa, ao mesmo tempo que é bem sinistra, mas isso eu não posso explicar o motivo, já que seria spoiler...

Em geral o jogo construiu uma narrativa que eu não esperava ... Principalmente em sua última metade... Krill, o protagonista, e estranhamente bem desenvolvido, mesmo que isso soe bizarro, já que se trata de um jogo de Caranguejos... O que me deixou encucado foi o fato da desenvolvedora não se limitar a ficar apenas no "Fofo e Infantil," trazendo bons personagens, e uma história que, mesmo tendo uma premissa boba, se desenrola muito bem... Vai por mim, a parada fica séria mais pra frente.

Enquanto combate, esse jogo também acerta. Em geral Crab's Treasure é um soulslike que mescla elementos de plataforma a sua gameplay, e isso funciona muito bem... Lutar é extremamente desafiador, ao mesmo tempo que é recompensador, o mesmo digo para a exploração, que é dividida em momentos onde o mapa se torna um semi mundo aberto, e áreas lineares. Usar isso foi muito em minha opinião, pois fez com que a repetitividade não afetasse o jogo ao mesmo tempo que deu uma boa escala para ele.

Os Devs inclusive falaram que isso deu um trabalhão, e quando viram o jogo estava grande de mais...

Todavia, deu certo...

Embora ele tenha sim bugs, principalmente na versão de Nitendo Switch, essa eu não recomendo jogar de jeito nenhum... As versões de Xbox estão bem tranquilas, em alguns momentos bem específicos o jogo tinha quedas, e em algumas pequenas áreas tinha a possibilidade do Krill ficar preso, embora isso fosse bem pontual...

Os desenvolvedores já receberam grande parte desse feedback e parece que vão continuar trabalhando no jogo...

Em geral, Another Crab's Treasure é fantastico, naquilo que se propõem, acredito que ele seja forte concorrente a melhor indie do ano... Embora eu não recomende joga-lo na versão de Switch, eu devo dizer que ele está no Xbox Gamepass e que vale Muito testa-lo por lá.

Para esse pequenino aqui, um belo 9.2/10 ou 4.5/5... Um baita acerto da Aggro Crab...

Control is another incredibly unique experience from Remedy. From its gripping start that left me wanting more, to plenty of secrets and rich lore waiting to be uncovered, it's a game that pulls you in and keeps you hooked. The intriguing storyline, the immersive atmosphere, the amazing sound design, and the sheer thrill and fun of hurling all kinds of objects at otherworldly beings all contribute to its unique charm.

But as the hours passed, the gameplay loop of navigating the same environments, fighting the Hiss, and cleansing the control points started to feel a bit too repetitive. While the storytelling remained creative and engaging, the lack of variation in enemies and scenery became a noticeable drawback. This honestly slowed me down quite a bit as my play sessions became less and less frequent. As much as I love story-driven games, the gameplay loop just didn't click with me as much as I wish it did. Which is a shame, because the actual gameplay with all the fun physics and abilities is buttery smooth.

Overall, I'm glad that I finally got the time to play Control and experience something special. Just like Alan Wake, Control stands as a fantastic testament to creative storytelling. It's a perfect example of how story-driven games can unfold in innovative ways.

And the Ashtray Maze was just freaking awesome. Ahti has great taste in music.

It’s really a shame that reactions to Stellar Blade are more focused on the fanservice or the coomer reactions. You got one group of people who just focus on the fanservice and hail the game to be the savior of sexualized women in gaming, and then you got the other group who view the game in a negative light because of the first group. And you know what? I can’t even blame them because the first group is really insufferable.

I don't care in the slightest about Stellar Blade having a "sexy" protagonist. I saw a trailer for it once and was immediately interested, because of how fun and unique it looked.

But coomers saw the female Protagonist’s butt and were obnoxious about it ever since. Like come on, it’s bottom of the barrel fanservice you’re going all crazy for. Literally everything I've seen about this game online is people with underaged anime character avatars cream their pants over how this game is "destroying wokeness" or whatever. Nothing against Eve, because she is really pretty and I actually really like her, but she looks like every female character in every korean MMO ever made. It's like people going to war over white bread. Apparently, these guys are now whining about censorship, signing petitions, and making videos of themselves (they look about as you'd expect) about why their cause matters lmao. These pathetic gamerbros will never not be incredibly annoying and cringe to me.

Because Stellar Blade is just so much more. Picture all those apocalyptic gachas and their really great world-building, fantastic atmosphere but really cheap and dull (chibi) gameplay, then amp it up to AAA levels – that's the magic of Stellar Blade.

The environments are beautifully crafted and the atmospheric soundtrack is another aspect I deeply appreciate and thoroughly enjoyed in this game. There's nothing quite like losing yourself in a captivating melody as you journey through vast, lonely landscapes and cities. Just like Nier, Stellar Blade really nailed its soundtrack.

The gameplay is just so much fun and showcases an exceptional level of refinement and polish. Every movement, dodge and parry hit the mark perfectly. The more skills you unlock, the cooler and more fun the combat gets. There's never a dull moment - the gameplay remains consistently exciting and stylish from start to finish.

I found the plot to be really intriguing, and I really enjoyed uncovering plenty of secrets and snippets of lore. But what really surprised me were the sidequests. Sure, some were usual filler content, but most served to make the world feel alive and deepened the lore. Completing them was enjoyable, they never felt like a chore. So good job there.

Oh, and I'm pleasantly surprised by Eve! Initially, I expected her to be the typical "waifu" (ugh, I hate that word), merely there for visual appeal with little personality beyond conforming to generic “anime girl” tropes. Most of these tropes revolve around being “innocent”, "naive" or a "sweet flower girl." But Eve defies those expectations, and I couldn't be happier about it.

Even though Stellar Blade took huge inspiration from Nier and other apocalyptic gacha games, it's still an extremely unique and fun game that everyone should give a chance. Don't listen to the manchildren throwing tantrums or all the buzz about the “fanservice," which is honestly vastly overexaggerated due to some optional skins. Honestly, aside from the optional skins, there are absolutely no horny aspects present in the game.

There are just so many little touches to the point where you can tell the developers really cared about making this game great, and they succeeded. Stellar Blade is simply a beautiful game.

I played the initial few hours of it and yea sadly this game had a good premise, some great voice acting and good investigations mission design even tho they are on rails game does 95% of the job for u all u do is move and interact with things, but the decisions are urs to make, the setting of 1600's and the locations are also really cool not much explored in gaming landscape either, all in all this had great freaking potential but it all crumble down when it comes to gameplay.

the combat is Mid feel like its pre alpha or someshit, the platforming is straight from GOW on rail stuff.
the only thing that works and responsive is moving around in the world.

i wanted to like this game but I like this when I wasn't playing but watching the cutscenes the characters talking but when I got control of character I kind despise playing it felt boring so yea this isn't for me.

Nothing frustrates me more lately than decent games plagued with all the unnecessary bloat from those "AAA" titles, games with decent ideas, stories, settings, characters, but terrible pacing hurt by the decisions to make the game 5 times longer than it should be.

Banishers is one of those games for me, and as much as I want to like it, I just can't fully enjoy it, because it feels like it just WANTS to waste my time.
This is an obvious AA game trying to do so much, but for what.

It has a great premise, great characters, interesting story, nice visuals, atmosphere, etc. But did it really need to have a painfully weak and basic gear system, upgrades, souls-like stats, witcher-senses, gathering resources, currencies, cleansing totems, corruption, chests, having metroidvania elements at it's basic form "just teleport back later with a new ability and get some loot".

Did it really need to have, I swear to God, a THOUSAND ledges and tight spaces you slowly climb and crawl onto every few STEPS that are there just to add a couple of hours of "playtime" in the long run. Countless things to shoot on a map, collectibles to get, fetching to do, but WHY..

The devs wasted so much resources to bloat the game and it's playtime, but at the same time the core-gameplay is just.. lacking. The combat reminds of the GoW, and yet it's so clunky, and shallow. The enemy variety is non-existent, as you fight the same 4 enemies for hours and hours. There's no interesting gear or accessories. No depth.

The game isn't that bad, it's just "okay", but it could've been so much better if it was a more linear 10-15 hours experience focused on it's strengths, instead of all the bloat that we see in so many games nowadays that try to be big just for the sake of it.

Stellar Blade is just a rhythm game with Sekiro combat & NieR vibes. The OST is calming, Nier-esque ,angelic. One of the most beautiful combat systems ever.

Easy GOTY contender.