21 reviews liked by Eretec


this game is great if you ignore the fact its complete and utter dogshit

This review contains spoilers

Very important reminder of why every cat driver should use seatbelts.

Is not be evil or be good. Is to oneshot or be oneshoted.

I wish I could kill people in this game

Fallout 2 improves upon the foundation of Fallout 1 in many ways and when people are reminiscing about "the good old Fallouts", the things they're thinking about are almost entirely from Fallout 2.

The combat is a smoother experience and while it has some issues (that I'll get into later), it is a generally better game to play. The writing is, on average, better than FO1 (with the caveat that the humor tends to be much more abrasive - either opening mocking the game or its characters, or winking and nodding at how silly videogames are. I'm not a fan of either of those things but your mileage may vary). The crowning bit of this game, though is the ending. It's a pretty great ending that actually sets up one of the biggest facts of the setting that the Bethesda games later leaned into quite heavily.

But before I get too much further or get into too much detail, I need to get into some of the bad stuff. First off, the game is deeply racist. There's the very obvious stuff like Hakunin and Sulik both being bizarre mish-mashes of actual cultural traditions which result in deeply offensive caricatures. But there's also an idea that is pervasive in post-apocalyptic fiction that humanity would somehow "regress" back to more "basic" types of cultural, specifically that tribal or indigenous cultures are somehow "lesser" than more "advanced" cultures. This idea is straight-up racist and deeply offensive to indigenous peoples because it assumes that they are somehow inherently less intelligent and less capable because they live in tents and not in bombed-out buildings. Fallout 2 then takes it a step further and leans into this idea by having people (especially in the early game) refer to your character as "a tribal" and will talk down to you because of it. The game never seems to do this knowingly, either, because it never really remarks on how that's bad or anything - it just considers it a truth of the setting. On top of that, there's the classic Fallout racism that is in each and every game with ghouls. If you have the ghoul companion then you're going to have to tell him to wait outside whenever you enter a building because people 'don't like his kind around here.' The game at least seems aware of what it's doing with this but still isn't doing much to make note that people are being racist and that's a bad thing. It's once again just considered a factual part of the fiction. At least when Fallout 1 was racist it had the good graces to be ashamed and try to hide it a bit.

My other main issue with the game is that the combat, while an improvement FO1, is a slog. At the start it's okay because it's just the beginning and, hey, whatever, it's fine. But by the end of the game, nothing about the combat has changed in any meaningful way except now instead of fighting geckos and rad scorpions, you're fighting groups of Enclave soldiers in power armor. So you either have to do even more of this not-great combat to level up to even up the playing field so you can maybe survive all these random encounters or dump a bunch of your points into the Outdoorsman skill so you can avoid the random encounters completely. It's a poorly thought out system that seems to punish you for avoiding combat (because you get less experience) but also punish you for engaging in combat (by draining resources like health and ammo). It's not fun at all and is only worse because the game never adds any sort of interesting combat mechanics for you to implement. There are no skills, no special weapons, nothing that would make you approach combat in a different or more interesting way. The entire game you're either shooting things with a gun or hitting them in melee.

The issues with the combat connect into the later parts of the game where for the final third or so, the game sends you on a series of very long fetch quests. "Oh you just got here, we need you to go somewhere else to get one item or talk to a person." Over and over and over again. So you end up having tons of these high-level encounters while you're running all across the map to try and find every macguffin to move the plot along. It's an awful grind that exists only to drag out the length of the game. The actual end area of the Enclave Base is good but I'm not sure if it's even fully worth how much of an awful slog all these fetch quests are.

And that brings us to the ending which, outside of one specific part, I think it's pretty good! The most interesting parts of the story are here with some big reveals about the Enclave and the truth about the world as a whole. It should be said though, that none of those interesting reveals are ever hinted at when they really should have been just to let you know that something bigger was going on and not just evil people being cartoon villains (okay, it still is somewhat that but not entirely).

That one issue I mentioned about the ending is, once again, combat. After everything is said and done, you have to fight through a final boss. Despite Fallout 2 being touted as the game you can talk your way through, you still have to fight the biggest damage sponge in the game (and on a time limit, no less!) For a game that encourages so many different types of play and wants you to play around with how you interact with the world, it's absolutely bizarre that the ending is a fight with a big slab of beef with a minigun.

So overall the game is an improvement over Fallout 1 and I'd say a pretty alright game. Just don't be afraid to open up a character editor and give yourself some stats so you don't have to deal with atrocious end-game combat. It's a game you play for the story, there's no good reason to suffer through unrelated parts just to get to the good bits.

Oh and one final thought: I just want to give a shoutout to the talking scorpion. It's the funniest gag in the entire game and maybe the whole franchise. It plays within the game's setting (instead of most of the humor which can get pretty meta both about Fallout and about videogames as a whole) but it also has interactions with the game's mechanics and the player's stats. It's very clever and silly and fun and good.

I have a weird relationship with Persona 3. I played FES after Persona 5 a couple years back and thought FES hadn't aged well at all, and there was a lot to improve both gameplay- and narrative-wise. However, I did like the overall message of the game and the characters.

The devs of Persona 3 Reload stuck really close to the original ideas and barely changed the narrative. Remake still has a lot of awkward periods where you cannot really hang out with anyone from school cause it's holidays apparently. Female SEES members' social links unlock only upon reaching level 6 of each of the social stats.

This remake is probably the best they could do without striking the nerve of the fanbase by "changing too much". Tartarus is still a tall-ass tower, but it is far more fun to grind in Reload than in FES (don't even make me start on the lack of control over party members in the original). Even though I have said that narrative-wise I think it could be improved, especially the pacing which was left practically unchanged in the remake, the developers added hang-outs with male SEES members which are freaking amazing and on par with those of Persona 4 or Persona 5. With those, you can really see how well new stuff fits in and I cannot imagine the game without them anymore.

So, do I wish they had changed more? Yeah... But, I know a lot of people really love the original Persona 3 despite its cons. This remake struck the perfect balance between going berserk like FFVII Remake and sticking true to the original. The ending is still one of the most powerful in video games ever.

Do you like outdated engines?
Do you like an insane amount of bugs?
Do you like a complete disregard for basic game design?
Do you wish that game devs make their game have such utter lack of QOL or simple features that you have to rely on the modding community for fixes?
Do you want a derivative story?
Do you want to be forced to walk different speeds than NPC's as you follow them to objectives?
Do you want to lurch forward every time you move from a stopped position?
Do you want to have a horrible map system made even worse by a horrible waypointing system?

Well good news everyone! Starfield is here!

There's a great sense of cheapness about the whole thing that seems to come from a lack of internal cohesion: there's something heterogeneous about the animations, the different art assets, the awkwardly translated item descriptions and the Crunchyroll dub voice-acting. Everything feels cobbled together, and this feeling's heightened by the way it appropriates so many aspects of Bloodborne without much consideration for the overall effect that game achieves with them.

There's something sympathetic about any piece of media whose goal is to be just as good as another, driven by a kind of scrappy acquisitiveness that insists it needs neither talent nor originality to succeed. However they de-Italianized Pinocchio which is unforgivable.

Lies of P copies from Bloodborne and Sekiro like a child does from his friend's homework, it has all the answers but it doesn't understand the assignment.

Developer Round8's main takeaway from Dark Souls is that you die a lot, and everyone seems to really like that about it. After all, it's telling you to Prepare to Die right in the title, so clearly that's what people show up for. Well, Lies of P would like you to die too, only it's not so invested in making anything about that loop fun. Round8 has not read deep enough to figure out what makes Dark Souls so engaging and has produced a frustratingly clumsy imitation for it, one that is at times mean-spirited and cheap because that's what Round8 assumes Souls to be.

Lies of P's combat system places a significant emphasis on perfect-parries, which are initiated by hitting the block button a few frames before the enemy's attack lands. Against normal field enemies who throw out one or two attacks at a time, this feels pretty good. Bosses, however, love to initiate absurd 15-hit combos full of staggered animations and straight up fake-outs intended to trip you up and punish you, and that's where I start to fall off with how Lies of P operates. The speed at which your parry is initiated and the level of precision involved makes this system unreliable against flurry attacks, and a severely neutered dodge roll gives you little to fall back on. The game also takes a very Dark Souls 3 "poise for me but not for thee" stance, so I hope you don't mind watching Timothee Chalamet slowly get his wooden ass back up until you save enough Quartz to upgrade his P-Organ so he can dodge while prone.

Perfect-parries, fable arts (see: Dark Souls 3's weapon arts), and charge attacks are all necessary for quickly building stagger damage, because of course this game has a stagger mechanic. It also makes no attempt to convey when you should be pressing the attack or playing defensively, because it obfuscates its stagger meter for absolutely no good reason. Almost all bosses have a second health bar, too, because they all want to be the giant monkey from Sekiro so badly. At this point, I think Sekiro's impact on game design has been a net negative.

Round8's rote copying doesn't end there, however. The door knights from Dark Souls 2, giants from Dark Souls 3, sawtooth blade from Bloodborne, and animation for attempting to use an out-of-stock consumable from Dark Souls are all here. A veritable greatest hits. Round8's wholesale theft isn't limited to Fromsoft, however. Skip this next paragraph if you don't want to spoil some late game character beats and reveals:

Lorenzini Venigni, a friendly NPC who upgrades your Legion Arm (think Sekiro's shinobi prosthetic), is an orphan turned playboy millionaire whose parents were murdered after watching a fantasy-adventure film with their son, leaving him in the care of his faithful butler. The identity of his parent's killer? The King of Riddles, of course. Italian Riddler saying "riddle me this" is as funny as it is brazen, but the biggest laugh Lies of P's borderline-litigious character writing got from me was the post-credits reveal of Giangio being a double agent, which is presented in an extremely Metal Gear-esque way, complete with a "Mr. President..." level name-drop that sets up a potential series of public domain Souls-likes.

Doing something new with something old seems to be the overarching theme of 2023, and Lies of P plays hopscotch on that thin line between inspiration and mimicry. Thankfully, Round8's attempts to recontextualize Carlo Collodi's Adventures of Pinocchio do often result in success, and a strong emphasis on narrative helps pull together borrowed and original ideas to tell a cohesive story that builds upon its primary source material in interesting ways. I was way more invested in the lore of Krat and its inhabitants - yes, even Italian Batman - than I thought I'd be, and some solid art direction and excellent music left me flirting with the idea of a second run.

I also had a great time with the crafting system. You can strap a gigantic blunt wrench head to a pole and use it like a spear, which is exactly the level of stupid I want out of something like this. Hilts determine scaling and attack animations, while blades affect speed and raw damage. Being able to configure a greatsword that's usable on a dexterity build made me feel more inclined to try out weapons without ever feeling like I built my character wrong or locked myself out of something. It's also nice that throwable items remain viable throughout the game, meaning I always had them in my kit whereas I typically phase them out pretty early in most Souls games.

I'm sure this game will attract some annoying people that are very good at video games who will insist Lies of P is beyond reproach, where every flaw is in fact borne from a lack of skill, asserted in a way that reads more as veiled self-aggrandizement than serious criticism. Par for the course with Souls games and the "get good" crowd they attract. I firmly believe that Lies of P is a deeply flawed and derivative game in dire need of re-balancing and new ideas, regardless of how long it took for me to realize I needed to continually dodge left to beat the King of Puppets.

Anyway, I should've stolen Larry Davis' review and changed one or two things about it. Really give you all the true Lies of P experience.