685 reviews liked by FMTownsParty


B3313

2021

can something be obnoxiously juvenile but also a totally unique lightning-in-a-bottle experience at the same time? because that's B3313 to me. the internet iceberg meme/creepypasta origins of this ended up leading to the creation of something that is kind of unlike anything else in existence (even if it is heavily indebted to stuff like Yume Nikki), but it is also somewhat inherently limited by its origins.

it's sort of like if Mario's castle was reimagined as Constantine's Mansion in Thief: The Dark Project, mixed with Yume Nikki and various internet memes. in your endless hours wandering through the confusing labyrinth of the castle, there are isolated moments that are unique and brilliant. and then there others that are just sort of… there. you’ll spend 15 minutes wandering through a bunch of fairly bland, indistinct rooms and corridors and then you’ll come upon something really haunting and memorable. and then, maybe, you'll be right back in the bland mazes. maybe you'll run into some creepy thing and crash the game. maybe creepy thing will be interesting and well executed, or maybe it'll just be obnoxious boilerplate creepypasta stuff.

these contradictions get more and more noticeable the further into it you are. some of the levels are really interesting/bizarre alternate universe takes that recontextualize the original Mario 64 and seem to offer greater commentary about the nature of how nostalgia shifts things into an alternate universe that is actually different from the source of the memory. "i like to remember things my own way. how i remembered them, not necessarily how they happened" says the deeply troubled Fred Madison in David Lynch's Lost Highway. but other times it feels like you wish you were spending more time in the new/more unique areas you occasionally stumble upon, and less in the 6th variation of old Mario 64 levels.

B3313 feels almost like a bigger AAA game to me in both the sheer scope of the project that's filled with a lot of internal contradictions, and in also how much it truly doesn't respect your time. that’s probably the nature of things of this size, and that a lot of people were involved contributing in what seems like a very tumultuous dev cycle after a certain point. but perhaps that explains a lot about the sometimes inconsistent/varied nature of the experience.

i will personally admit to not caring whatsoever about the personalized copy of Mario 64 meme or the numerous ways this hack borrows from different beta builds of Mario 64. i like Mario 64 a lot, but it is absolutely wild to me the way that game has been metabolized into the consciousness of videogame world. and so i do think the whole “this is a beta version of the game” thing and slavishly cobbling together any and every scrap of asset or idea that was cut from an early documented build of Mario 64 to put on this thing is a bit of a dead end artistically. most of the stuff Nintendo used in earlier builds just seemed like temp assets and doesn’t seem THAT interesting to me outside of that context. it's just not very interesting to those of us who are not 17 years old anymore and not still spooked by internet lore. it just feeds back into a lot of fan culture content machine around big franchises that just feels like this self replicating beast that never really goes anywhere and is always invariably beaten back into conformity by the big companies that are in control of these properties.

i am someone who loves strange and unique experiences. but to me, i want stuff that i guess attaches itself more to telling a specific kind of story through what it’s doing, and B3313 is a bit too much online meme-referencing for me to take that aspect of it very seriously at all. B3313 doesn’t have the narrative coherence of a MyHouse which i guess is the other big artsy creepypasta game mod of the moment. and it doesn’t have the artful direction of a Yume Nikki, which it is obviously cribbing the general kind of surreal abstract multidimensional wander maze thing from.

all of this is to say: why did i give it 4 stars and 30+ hours of my time, then? maybe it comes down to: there is an indelible, haunting Tower of Druaga-esque charm to all of it. the commitment to being cryptic and giving the player nothing and doing all these machinations behind the scenes in the game is kind of remystifying what has been lost in a lot of consumer-facing art in general. in games, with all the talk of FromSoft games or like the last couple Zeldas bringing back "old school" difficulties and design values, those are meticulously tested commercial products… not community made romhacks. they simply can’t go anywhere near as far out there as something like this. and we in general are in a moment when so much art seems paralyzed and unwilling to take chances out of risk aversion from industries that have been strip-mined by the rich and powerful. something like B3313 stands in contrast to that - completely unwilling to compromise itself.

with B3313, oftentimes there really is nothing on the other side. but that emptiness starts to feel really intentional after a certain point. as a player, what's interesting in the feeling that you want the design to follow some kind of logic that you can eventually glean so that you can understand what the designers were getting at is that it feels almost like an intentional choice to have it consistently not do that. occasionally it does hint at a deeper language/design sensibility, but mostly it doesn’t. there are times when the “story” or the progression of stages seems to be developing into something more coherent, but then the rug is pulled out from under you. and that happens over and over. because it’s all rug pulls at the end of the day. the message of the design is: whatever happens, whatever journey you go through… it’s all inevitably a way to throw you back into the maze. you’ll always be endlessly wandering the maze.

to me, that says something about Nintendo games in general - how you have these long journeys that (in the case of the newer Zelda especially) aggressively don’t respect your time and send you to all these interesting locations. and then it always just sorta ends, because there’s nothing really deeper at the core a lot of the time. it's escapist entertainment, often with some kind of crypto-conservative values and imagery in it. B3313 feels totally unafraid to unearth and make you fully experience that ugly side.

maybe a lot of our larger culture right now, especially obsessive lore-based fan culture, are just variations of that too. increasingly everything seems like it's hostile, broken down, and filled with different kind of rug pulls. the ground feels totally unstable and there is no “there” there a lot of the time, but we keep shoveling through hoping for new discoveries and hoping for it all to make sense. it’s like being in an abusive, codependent relationship. there’s no light at the end of the tunnel. it’s a disempowerment fantasy. and B3313 captures that feeling absolutely perfectly, in such a uniquely fleshed out way.

there are moments to B3313 that are genuinely unique and fun too, like some of the more creative creepypasta scenarios that i won’t spoil here. or like, occasional stages like the one when you have to climb some structures that are supposed to be some sort of bob-omb factory. you activate the “self-destruct” sequence when you enter which causes you to have to outrun rising lava until the top. and then you get to the top and there’s a little yellow bob-omb guy sitting in a little office and just complaining about how you destroyed the whole factory. it does make me wonder if there’s like some kind of commentary on the tropes of Mario games being attempted in small moments like that. like the fact that Mario is basically a cipher who everything resolves around, and none of these other characters have any agency.

of course, none of that is delved upon for very long. because invariably, you're going to get fed back into the maze. and so that's both the great strength and the great flaw of something like B3313. it doesn't try to offer a way out, it just tries to express what is there. and in doing so it captures a feeling perfectly, in a way that is inspiring. even as a memey internet romhack, it is absolutely something i would call an "art game". there are a lot of memorable areas and moments that really explores the latent strangeness and darkness of Nintendo games, and the latent surrealism of a lot ofearly 3D games in general. it’s also real testament to how far romhacking/modding community projects can really go artistically, along with MyHouse.wad. it could have an enormous impact on a lot of games stuff that comes further down the line. so it’s definitely something that demands more attention and respect outside the whole memey lore ecosystem a lot of this stuff usually occupies. it of course, comes from that however and will probably will do itself no favors in distinguishing itself from that.

i only hope in the future that people take the ambition and interesting ideas from this and run with it in a way that feels unafraid to make a larger statement about the world, and doesn't just do the cowardly thing of retreating with its tail between its legs back into insular internet memes and the online lore ecosystem fed by various content creators. whether or not you think B3313 subverts or further perpetuates that that i guess is up to you. but i still think we have a pretty far way to go.

Certainly not lost on me how shallow my revisit of LBP1 was. This was something of a childhood fave of mine I threw countless hours at; be it in couch co-op with fwiends or alone in my room exploring the avalanche of user-created content people spun together. Neither of which was a factor in me revisiting it for the first time in well over a decade now (jezus farckin christ!!!!), the servers are long gone and I’d need to be the richest man alive to bribe someone to play this with me over a cocktail of Parsec + RPCS3 input lag. Nobody will ever understand the joy of slapping the aztec cock motif on your co-op partners’ faces siiiighghhh…. Still, an illuminating experience that rekindled something in my heart about what LBP1 stood for!

Admittedly, I was always more of an LBP2 kid, these games being modular meant there was very little reason to revisit the first game once the sequel came out. There is a very strong difference in vibes between the two games though, if LBP1 excels at anything, it’s in encouraging the player to go off and create for themselves. It’s kind of wild the extent to which LBP1 offers and explains its tools to the player - its relatively simple levels make no effort to hide the gadgets that make ingame events work. Stages are littered with visible emitters, tags, switches, stuff like only-slightly offscreen circuitry that you can watch move around to inform a boss of its attack patterns and phases. It feels like a child’s art project or something, a simple array of pulleys and string animating rudimentary creatures and swings. It’s all so laid bare, I kind of adore it, and is certainly a handcrafted energy that LBP2 loses in its explosion of visual polish. The constant delivery of decorations, objects, prebuilt things you can make your own edits of, it’s no wonder this game blew up in the way it did - it’s with you every step of the way and always acts as a shockingly good teacher for its own mechanics.

Anyway this was a lot of fun. Unquestionably a hilarious platforming title to insist upon having no-death run rewards when so much of your survivability hinges on Sackboy’s physics-based astrology. You don’t realise how much nostalgia you have for something until the first thirty seconds of a song makes you tear up. This kind of williamsburg scrapbook aesthetic is hard to stomach nowadays but it really works here. Holy shit I can’t believe the racist caricatures this game has in every corner, this truly is a quintessentially British game.

been playing hella yugioh and moved back 2 my parents place which might indicate illness & questionable judgment 2 some (🧍‍♂️) but confident in saying this is juiced. played this with a 2016 mod or smthn similar that added in cards up until then & just went absolutely 2 town with some green/white creature spam. just gets that i like being teased a lil with some perfunctory side quests and random encounters until i can go in the shop & get that one absolutely busted card that'll take my deck from celtics shaq at the free throw line brick machine to the most consistent bomb after bomb pile u've seen since the obama administration. late 90s British pc gaming influence all over this tooooooo every piece of armor is grainy as fuck all the sorceresses & enchantress sprites are just recolored elviras every creature from beyond the grave has glowing red eyes. shit just closes itself automatically when u beat the game too no credits no nayfin this is just gaming at its finest man.

Talked about this one on my podcast The Safe Room.

I don't mind the apparatus of this, but I do think it is poorly used here? Basically the trick of the mystery is just getting to the last run of clips, where Hannah explains the plot in entirety to you. You can do a lot of work to construct the mystery that the game ends up just doing for you. Could stand for more ambiguity.

I thought about Delores Claiborne (the novel specifically) a lot playing this, which does veer into horror briefly, but is ultimately mundane. Her Story is about women and police in only the most superficial ways. It can't really muster a systemic awareness or make that emotive. Claiborne has a scene were Delores goes to the bank to take out her daughter's college savings... only to find her husband has withdrawn them all. Her Story's direction is ultimately abstract and fairy-tale-like and it could far more biting mundanities.

i dunno, let's keep this quick. to say it's a bit clumsy is an understatement - and there are certainly aspects of the overall narrative i struggle with - but the depths of its sincerity won me over. i have no particular attachment to yakuza 7 either, and in fact i find much of that game to be very awkward, stilted, and grating so ultimately no one's more stunned than myself here.

when it's not luxuriating in this chilled-out ocean's twelve vibe which i loved, infinite wealth is written with far more intentionality and consideration than most entries in the series; while one might accuse of it of verging on threadbare or cloying for its strict emphasis on theme, i think the game trusts its audience to take some of the emotional leaps necessary to make the storytelling work. character writing for the leads and the party members has seen a dramatic improvement across the board. ichiban as usual brings a lot of levity to the table - thankfully none of it quite as irritating in the zany sense as 7 liked to employ - but kiryu's portions of the game are comparatively sobering. collecting memoirs has a weird psychological effect at times but the series has earned the right to do this by this point given how much of the kiryu saga can feel siloed or compartmentalized - in the same vein as gaiden, the game almost damns him for this, for never taking a chance to stop and reflect, for the consequences of his interminable martyr complex

that tendency to bury the past is only contrasted further by infinite wealth being maybe the most direct sequel the series has seen yet - the events of that game are still fresh in everyone's mind and sets the stage for the overarching conflict and everyone's investment in said conflict. it's a surprisingly natural extension of a lot of 7's themes, and i found it worked better for me this time. 7 often felt more gestural than anything else - to me it balanced far too much as this metaphorical (and literal) tearing down of the old ways, handling the introduction of a new protagonist, paying lipservice to series veterans and setting up parallels to the original ryu ga gotoku. infinite wealth to me feels more fully-formed, more confident; i think the team was able to use this title's unique hook and premise to really bring the most out of 7s promise of something new, and it could only have achieved it by taking the time to reflect on the past.

to this end: they made the game a JRPG this time, that counts for something. and not just a JRPG but one that feels as close to traditional RGG action as possible. some excellent systems this time with a lot of fascinating interplay and the level curve is fantastic. not necessary to sum up all the changes, you've seen them, but they really promote a lot of dynamic decision-making with respect to positioning and once you figure out how status effects can correlate with them you feel like your third eye's opening. very fond memories here of navigating around a crowd of enemies - some of whom have been put to sleep - and figuring out how best to maximize damage without waking anyone drowsy up. lots more strategy and enjoyment to be had here than pretty much anywhere in 7.

that said, i know RGG prides themselves on the statistics relating to players completing their titles, but they could really afford to take a few more risks with enemy waves in the main campaign. i felt like my most interesting encounters were usually street bosses or main story bosses, but the main campaign's filled with trash mobs. and i'm not saying every fight has to be some tactician's exercise - in fact i think that's the opposite of what people actually would enjoy - but i really wish the game took the time to play around even more with positioning. there are some exciting scenarios in the game that are too few and far in-between. stages that split up the party, encounters with unique mechanics...would really liked to have seen more in that vein.

some extra notes - would like to dig a bit deeper into the strengths of the narrative as well as some additional hangups but i can't be assed to write more
- honolulu's great, it gets probably a little too big for its own good but it's a real breath of fresh air for most of the game
- yamai is the best new character they've introduced in years
- dondoko island feels like a classic yakuza minigame in the best possible way, might even represent the apex of this kind of design. not obscenely grindy but just something casual and comfortable with enough layers to dig into without being overwheming and enough versatility to express yourself. shame you can't really say the same for sujimon!
- kiryu's party is disarmingly charming and they have some insanely good banter
- despite what some have said, i think this is a good follow-up to gaiden. it's not explicit about it but this is still very much a reckoning with kiryu's character and his mentality; it is every bit as concerned and preoccupied with the series mythos, the core ideas and conflicts driving a lot of installments
- honestly found the pacing to be on-par for the average RGG title if not better. i can concede that the dondoko island introduction was a bit too long but that is the most ground i can afford. if we can accept y5 into our hearts we can accept infinite wealth; IW makes y5 look deranged for its intrusiveness despite both titles occupying a similar length. if any of it registers as an actual problem, i think people would benefit from revisiting yakuza 7 to find it is almost exactly the same structurally if not worse
- IW is home to maybe the best needle drop in the medium
- played in japanese, like i usually do, so no real interest in commenting on the english dub since it's not real to me but i will say that what i listened to seemed like a bit of a step back from the dub quality in previous RGG games. yongyea isn't a convincing kiryu either and while i could be a bit more of a hater here all i will say is there is a STAGGERING whiplash involved in casting a guy like that as the lead in a game with themes like this. in a grouchier mood, i think it would genuinely be a bit difficult to look past this and it does leave me feeling sour, but ultimately the dub doesn't reflect my chosen means of engaging with the title and it never will
- what is difficult to look past is the game's DLC rollout, which arbitrarily gates higher difficulties, new game +, and a postgame dungeon. i acquired these through dubious means (which i highly recommend you also do) so i feel confident in saying they're really not at all worth the money unless you had a desire to spend more time in this world, but what a colossal and egregious failure to price it in this fashion. new game + specifically has tons of bizarre issues that make me believe a revision of some kind was necessary.
- you will not regret downloading this mod that removes the doors in dungeons


long story short, ryu ga gotoku's journey began in 2005 with a simple motif: to live is to not run away. so much of infinite wealth is about taking that notion to its furthest extent. it couldn't have possibly hit at a better time for me. at times it might be a classic case of this series biting off a bit more than it can chew for a sequel, but i don't think there's anything you can reliably point to that would make me think this is one step forwards, two steps back.

also awesome to have a game that posits that hawaii is filled with the fire monks from elden ring and then you have to travel to the resident evil 4 island to beat them up

i regret to inform all decent people of the world that this game is astonishingly good

Are you prepared to play the game? The dare's the only price of faaaaaaaame~ 🎵

Possibly the greatest crackshot rental I have ever had. Little did I know that during my wandering of those hollowed halls of that fabled local Blockbuster would result in me taking home quite possibly the greatest racing game ever known by my own two eyes. Captain Falcon's likeness on the cover beckoned me to come forth and play his game, a person who I had only known from punching Mario in the nose in some game involving smashing some brothers (DRAMATIZATION). How was I supposed to know he was the person behind the wheel of that blue car in that SNES game I played when I was like three years old? Unfortunately, I was most definitely not prepared to play the game.

After I threw that adorable little disc into my Gamecube, I was thrown into a twisting spiral of thrill going at the speed of sound threatening to somehow give me whiplash from the TV screen. With my new and now trusty Fire Stingray I became acquainted with the controls quickly, I leaned into those corners at Mute City as if they'd throw me from the seat if I didn't, and mashed the boost as much as I could upon my approach to the home stretch like some insane button pressing demon who loves pressing buttons. It wasn't until later I would find out about attacking other racers, and I would become a true heel of the circuit. Look out y'all, I'm comin' through! Get outta my way chumps! This doesn't even touch on other techniques I would learn such as snaking and flying like a damn jet aircraft. To this day, none can touch this.

Preparation in just the grand prix and practice could only do so much to prepare me for one of the greatest challenges I would encounter in this generation, the infamous story mode. The first few chapters? Not terrible, but then you get to your first true race and suddenly you realize just what kind of game you're truly in for. Chapter Seven is legendary amongst fellow racers who have experienced this mode. It's so well known that I capitalized it, as it deserves the distinguishment. The Story Mode Grand Prix race was insane and took me to my limit as a driver and put me on the brink of emotional breakdown, but in this world you've got to be strong. You've got to fight to keep your spirit alive. And you might feel like there is nothing left to go for and fight for, but it's the fight that keeps us ready and on guard!

I couldn't give up, I had to see the end! I needed to earn my happy ending. I had to channel Captain Falcon himself, I had to muster up driving ability that he would be proud of. I had to feel the power, see no fear, and feel no pain!

I've got power~ 🎵
I'm gonna fight to win~ 🎵
I'm gonna fiiiiiiiight to the eeeeeeend~ 🎵

Even I can feel the poooowerrrrr...when I think of him I see no feaaaaar....FEEL NO PAAAAIN!

MISSION CLEAR!

For a second I had thought I had lost yet again, but I in fact won by a hair! Hell yeah, fuck you Black Shadow, you goddamn loser. One of my proudest achievements growing up, after endless hours over my weekend! After this, the final showdown with the true mastermind of evil was a piece of cake. After all, we are Captain Falcon. The fight has indeed kept us ready for anything they could possibly throw at us. In this world I have become strong, and my spirit is alive and well. They didn't stand a chance, as I'm not just a dreamer and Falcon will forever be the hero.

What truly captivates me most however, is the amount of love and care that was given to everyone on the roster. All FORTY ONE of the drivers have their own bio, theme music and unlockable Tekken movie. These aren't simple theme songs either, we're talking actual lyrics and many different genres being represented. How do you get me to care about Jack Levin? By giving him the catchiest song in the game, I mean why wouldn't he? He's a former pop group member. I used to spend an unhealthy amount of time dancing along with the characters to their music in the profile section, I love how Bio Rex looked like he was swaying and thrashing out to his music.

Kid translation of Bio Rex lyrics:

DOOOOO OONYAAAAAGH! DAGH! NYAGH! OWAAGH NAGH! YYAAAAGH DAGH! MESMELIZE! DAAUGH NAUGH!
EEYAAAH! EEEYAH! DROP DA PRESSHUH!
EEEYAAAH! EEEYAH! DROP DA PRESSHUH!
EEEYAAH! EEEYAH! DROP DA PRESSHUH!
EEEYAAH! EEYAH! DROP DA PRESSHUUH!


EERRAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHH!!!!!!!!!!!!!!!!!!! 🔥 🦖

Hell, just last night at work I had Princia's chorus stuck in my head.

You're scared of the dark~🎵
Walk through the night~🎵
Give me your hand and let me take you through the night~🎵

You're scared of the dark~🎵
Walk through the streets~🎵
Give me your hand and I'll hold all the things you find~🎵

It's so good. I actually do really enjoy the cast, and it's pretty clear Nagoshi and the rest of AV had fun fleshing out the characters more. It's truly exceptional how the person who directed the first 3D racer I cared about would also be behind my favorite racing game ever. No one truly does racing as well as Sega. If there was one good thing that came about from Sega going third party, it's F-Zero GX. If there has to be an ending, I'm glad it's this. The only way you could one up GX is making the story mode a free roaming Yakuza-like with Falcon where you beat up Zoda goons, hang out at pubs getting pulled into illegal races, have a "Goroh Everywhere" mechanic where he constantly tries to challenge you to skeeball, texas hold'em, or darts, and meet up with the rest of the racers in crazy hijinx. One could dream, right? Even if it's all left in the past, he'll live through this masterpiece and forever he will be my hero....and now that I'm not just a dreamer....

Forever he will be my heeeeroooo~...🎵
and now that I'm not just a dreaaaaaameeeer~....🎵

Forever he will be my heeeeroooooo~....🎵
and now that I'm not just a dreaaaaameeeeerr~.....
🎵

The friends of Ringo Ishikawa was a game that took me back to my teenage years, viewed through the sobering & cynical lens of hindsight. The titular Ringo & his friends are a bunch of classic Japanese delinquents, with seemingly no initial higher ambitions beyond their schoolyard gang warfare, entering their final year as students with graduation on the horizon. Despite being a gaggle of petty thugs who smoke cigarettes & have seemingly little interest in their own futures, it's shown as the plot goes on that there's more to each of these delinquents than let's on. Your violent, dumb-as-rocks lackey Goro is a surprisingly talented thespian. Your number one brawler Ken has the talent necessary for a shot at a boxing career in college. Even Ringo himself is a shockingly erudite scholar with an interest in literature, a once-promising career in karate, and is a surprisingly idealistic, loyal, man of virtue. The one thing holding them back is their gang lifestyle & ideas, something that resonated with me as someone who saw this same situation play out dozens of times in my youth.

My own high school wasn't great looking back on it. Violence & abuse were common occurrences, drug use & sex in the hallways was an unspoken fact of life, and basically everyone was a minority of some kind from a low-income background. Lots of people I knew came from broken homes, or were working part-time to put food on the table, or were otherwise struggling with something no kid should've been dealing with at that age, the kind of things that can make studying for your history exam seem like small potatoes. It's a structural issue decades in the making that leads to people getting trapped in places like these, and unfortunately not everyone is able to escape it. Schoolyard fights that escalated into shootings. Football players who graduate with bright prospects only to then get arrested for murder. Kids akin to Ringo's gang members like Masaru or Goro, who have zero sights beyond the now & fully believe they'll be set for a life of petty crime after graduation. The short-sighted violent mindsets people box themselves into that end up spelling their own ends because they can't escape the circumstances that put them there.

I vividly remember hanging out in the parking lot after school one day, and I saw a kid reading a book on the hood of his car. His friends came up to him and immediately dogged on him for this and the supposed weakness such a hobby would project on your image, and he sheepishly put it away in his bag before he left with his friends. It's a small event in hindsight, but it was called back to my mind crystal clear during a scene where Ringo's friends rip into their fellow member Goro for his new vested interest in acting.

Ringo, for all his virtues, for all the books you can make him read, for all the training he can undergo, for all the studying & knowledge you can try to impart on him, still fully believes that his gang of schoolyard bullies is going to last forever, despite it being made rapidly apparent that everyone is starting to move on and find their own callings. Ringo still gets into casual street fights & latches onto his childish notions of schoolyard ethics, of "official challenges" and "rules," even as things spiral out of anyone's control & everyone starts to get in too deep. Much like some of my peers that I saw in my youth, he's a bright soul with potential and promise that is being squandered by his own adherence to violence and unhealthy group mentalities & expectations, and the simple fact is that as the days go by, everyone around him is starting to realize that they need to grow up and move past it all.

Everyone except him.

"It all returnifies to nutin it just keeps tumblirzing dewn, tumblirzing dewn, tumblirzing dewn"

Word of warning I'm attaching some files to this review so you can have a glimpse at how utterly weird this game is. The audio might be fucked up because it hurt my ears so much I had to tone it down as much as I could while I played it. Papa can't lose his noise peepers.

Yeah I have no fucking clue what they were cooking with this. If you ever played Slayers X, imagine that but non functional. Too weird to be taken seriously, too rare to dissapear from the gamer zeitgeist. Multiple times something so weird and stupid happened to me while I was playing I had to second look around me ingame just to be sure I was not hallucinating.
Everything in this beast of a game is designed to either gross you out or make you desperately angry. Buy the ticket, take the ride as they say. The enemy design for the most part is lackluster, with all save for one of them being hitscanners with the same arsenal as you. Special shout out to the bosses being completely incomprehensible. Yes, the things accompanying him are turds. The game expects of you almost complete devotion, punishing you in the most bizarre ways possible if you aren't actively consuming it's crack-based content. You'll be blown to bits by a type of cosmic stupidity fuelled by bothyour own hubris and the developer's.
Did I mention the game also has platforming? On the build engine floatiness, no less.

But even so I find myself thinking...that that was a really cool fps! Definetely not the best Build Engine one, but completely able to perform on the same level of entertainment as Shadow Warrior or Duke Nukem. Everything is there, with "gorgeous" levels that tend to feel close to life and the perfect amount of grease and doodoo. When the going gets good, you can totally get an enjoyable, if deeply weird experience or downright comically painful punishment for not acting like an imbecile alongside it thanks to the atmosphere, straight out of Corona and sound design it has, half maddening screaming and cursing with ear blasting guns and half psychobilly soundtrack with Mojo Nixon and Reverend Horton Heat among others shooting it out the park with some really good hollerings and general crassness. Mojo really left himself go with the original stuff he wrote for the game, absolute psycho shit ranting. Mc Donalds can kiss my butt. I'll forever be thankful for the game for letting me hear Dick talk about something profoundly weird and obscene while shit and farm animals explode everywhere.

A weird beast off a build engine FPS absolutely not made for human consumption yet painfully fun, clearly made with love and a respect for the sources ( RIP Dick Montana ). I thoroughly enjoyed my time with it, shit and all and I wholeheartedly recommend it to everyone who wants to feel weird for a couple of hours.