12791 Reviews liked by FrozenRoy


When I was a kid my aunt bought me the strategy guide for this game after I got Oracle of Seasons for Game Boy. She offered to return the guide and get me something else but I was like nah bro I fucking want this game so bad I’m gonna get it eventually

Why would I ever have sex when there's no way it can be even half as good as this game

There is little I can write about Skies of Arcadia that doesn't make it sound like a generic JRPG. Yet its excellence of execution makes it a quintessential RPG, and one of the best games of all time.

It took me around 35 hours to finish this game. Not for a single minute of that time was I bored, or in need of a break, or lacking enjoyment. Skies of Arcadia Legends has enough content in it for five games; I'm amazed they managed to fit it all on a single GameCube disc.

This game captures the joy of exploration in a way that many games attempt, but few succeed. The simple act of sailing through the skies, or climbing a ladder - seeing the beautiful JPEG skybox stretched out before you - or visiting a new town and seeing the designs and mannerisms of the characters there... it instilled me with such happiness. Skies of Arcadia owes a lot to its lovingly crafted world.

The characters and their motivations are hardly original, but they are so absorbing that it doesn't matter. The game also captures all that was good about anime in the 90s - there is humour, there is friendship, there is personal growth, there is love. The story takes inspiration from classic literature to imbue its characters with pathos and its environments with intrigue. We have a Captain Ahab parallel in Drachma, whose tale ends on possibly a more profound note than Moby Dick itself did; we have the mystique of the 'dark continent' portrayed in Ixa'taka; even Robinson Crusoe shows up at one point.

It's not exactly flawless: the random encounter rate is very high, and the battle animations drag on a bit. The ship battle animations are outright overlong. Some boss fights will take 40 minutes to an hour. But I didn't mind very much. Some games just have 'it' - maybe it's because the battle theme doesn't suck, but even when Skies of Arcadia shows its age and flaunts its dated aspects, it's fun to play.

Yet if I told you this was a turn-based JRPG where you explore the world to find six crystals to stop an evil empire, you'd think it's all been done before. Trust me, it's never been done this well. Skies of Arcadia feels fresh at every turn, and is a fulfilling adventure that should've already been remastered by now. All this game needs is a fast-forward button for the battle animations and widescreen support, and it'll be perfect for a new generation to discover its appeal. Go pester Sega about it.

Immensely difficult, obtuse, and so misleading that it's a wonder anyone can really beat this game. Offers some of the most gorgeous pixel art on the Genesis and an atmospheric soundtrack like nothing else (except maybe Skeleton Krew).

Chakan's a game that asks a lot, offers next to nothing in return, and honestly? I respect that.

This game was made when Takumi took the phrase "I'm rubber, you're glue, whatever you say bounces off me and sticks to you" too seriously.

A reflect bomb is such a crazy idea but Takumi took that idea and ran with it. This game is a bullet hell, but that twist allowed them to create bullet patterns where using your reflect was extremely advised. The best part of it is that this game has been cleared without using the reflect, so they even took self-imposed challenges into account when designing this monster of a shoot 'em up.

If you're unaware, you have a special sort of bomb in this game that allows you to reflect bullets and gives you a few seconds of invulnerability. It's on a cooldown, but it's pretty short, and you'll be using that reflect a lot during your play through. As the stages get harder, due to the ranking system where bullets get faster and the distance between them gets shorter, the density of the bullet patterns become harder and harder to micrododge, further reinforcing the use of your reflect. You'd want to anyway. Do you have any idea how good it feels to send hundreds of bullets hurdling back at your enemies?!

Your choice of four characters comes down to preference since all of them are pretty strong, except for that one guy who's really bad, but even he's good enough to get a clear with. The first 3 stages are random based on that selection and, much like ESP Ra.De., Strikers 1945, and several other shmups, have different difficulties based on the order of the stages.

The real game starts at Stage 5, however, which was the bane of my existence. Routing it was difficult, as a small mistake could easily extinguish one of your lives. I saved almost all my bombs for that stage, as I felt the penultimate boss and the final boss (only accessible if you're going for a 1CC), were easier to route. That stage has fast bullets, and tons of enemies. It's a big step up in difficulty. But man, is it fun to play.

I could go on, but a game to me has to play well to even be considered a 5/5, and this one plays too well. The music is probably a sticking point for some as I felt it was samey, the artwork is really nice on the eyes, and the visibility of the bullets is clear. I never felt like one snuck up on me, unless I just was not paying attention. If you care about presentation, you'll still get your fill, with some big explosions and spectacles coming from the bosses. The final pattern in this game is just hundreds of bullets that create an excellent feeling of slowdown and you ram them up the final boss's ass for stalking you the entire game.

Fuck you, man, I got a reflect bomb, and it makes reflect noises. 5/5. 10/10. Capcom, why the hell did you stop funding shoot 'em ups?!

My 1CC: https://www.youtube.com/watch?v=_aBpaB7r5S0

DID YOU KNOW?

When Lenin wrote "One step forward, two steps back" in 1904 he was actually referring to the Giga wing franchise.

I thought the aftermarket for PlayStation 1 games was more cost prohibitive, but you can get a complete copy of The Unholy War for only twenty dollars. What a steal for a demo of The Legacy of Kain: Soul Reaver.

The truth is, I've had a cinematic platformer itch for a while now that only Lorne Lanning can scratch, so I was in the market for both Oddworld games when I came across a bundle that had Oddysee, Exoddus , and a copy of The Unholy War. Nice, a free game [Note: if you get something extra as part of a bundle, you still paid for it.] I'd never heard of The Unholy War until then, and my suspicion is that it holds very little relevancy outside of 90s kids who enjoyed playing it with friends and have developed nostalgia for it.

After spending the better part of my morning with it, I could see that being the case had I actually played The Unholy War back in '98. It's a perfectly serviceable early 3D arena brawler with a good spread of characters, but there's nothing really remarkable outside of "strategy" mode, which attempts to marry the arena fighting with SRPG board navigation. This is where counterpicks matter the most, as it's very easy to lose one of your units if you put yourself against an enemy they're weak against, and it's likewise important for you asserting control over the board.

But this mode still feels like it's lacking something. The strategic layer is very bare and actual board movement feels crummy. There's an idea there, but the execution leaves something to be desired and it ultimately just feels like more steps to get to the brawling.

Part of what makes collecting fun - and buying bundles/lots of games in particular - is getting at stuff like this which you've never heard of or played before. The Unholy War might be a perfectly average game in my eyes, but I think it's neat. Probably won't play it again but would definitely pick it up off the shelf, hold it in my hands and think "I can play the demo to The Legacy of Kain: Soul Reaver any time I want."

Expected a weird SCP-esque horror game, got a hardcore plate-spinning sim. Neat game, but not a genre I'm at all interested in.

this game genuinely is awful and a sludge to get through it took me 5 years to actually beat it but the writing is so good so its worth it

Playing this game when you can barely read is a great and incredible experience. Loved driving around for hours doing the free race mode (did it have one or did a I imagine that.) Finding all the secret paths and trying to get there was a blast

During my first ever LAN party we played this. It was also the first time I had a game shared with me. Suddenly, a whole new game, downloaded right through the LAN! How amazing is that? This game still holds up today, I hear. I loved being a miniature in such highly detailed environments. Wouldn't mind another LAN party with this, two decades later.

F-Zero X is an adrenaline-fueled futuristic racer that pushes the N64 to its limits. With blistering speeds, challenging track designs, and a massive roster of unique hovercraft, F-Zero X delivers a white-knuckle arcade experience. While the visuals may feel dated by today's standards, the game's sense of speed and its precise, demanding controls offer a timeless thrill ride that rewards skilled pilots.

Today I remembered having this game on my giant iPhone notepad of backlog games and I just decided to buy it and yeah good purchase lmao like legitimately this wouldn’t been really damn cool if it got sequels/spinoffs for the Wii/DS. A very nice combination of utilizing tangible 3D movement with a great puzzle framework to make something along the lines of Puzzle Swap, Tetris, etc.

Highly recommended if you want a fun puzzle game to occasionally open up and play some rounds in (if I ever play local multiplayer of this it’d be too sick fr)

After sinking more than a hundred hours into Rebirth, I know the last thing I should do is try to bite off more Final Fantasy. I've already had too much, I'm bloated on chocobos and moogles and nearly ready to burst, and yet I've been eyeballing Final Fantasy IV and thinking "I can handle it." Comparatively speaking, 23 hours of gameplay is light, downright brisk. Rebirth's after dinner mint... Why shouldn't I indulge?

Well, back-to-back negative reviews from mutuals - both of which abandoned the game - should be reason enough for me to pass, at least for the time being.

It's so over.

Or is it? I'm Weatherby, when have I ever listened to anyone about how bad a game might be? Especially for a game I already paid my money for. The cellophane on this unopened Final Fantasy Chronicles is coming off, baby!

We're so back!

It's probably worth pointing out up front that by going with the Chronicles version of the game, I am effectively playing the real Final Fantasy IV, which originally released stateside on the SNES as a port of Japan's easy mode. For babies. I'm not a baby, how hard can this version of the game be?

Turns out very, at least in fits and bursts. Final Fantasy IV is a very inconsistent game in a lot of ways, and I think a lot of this inconsistency is born from the unique space it occupies in the overarching trajectory of the franchise. The SNES allowed Square to do so much more than what they previously accomplished with the NES trilogy, especially in regard to story, but a lot of FFIV's mechanical features feel as though the game has one foot firmly rooted a generation behind. Things like a highly restrictive inventory is just unnecessary thanks to the SNES' expanded memory space, and the encounter rate is just as bonkers as it was on the NES, sometimes sending you from one daunting battle to the next with only a mere tile separating them.

Guest characters, something Final Fantasy II leaned on with its rotating fourth party slot, are commonplace in the early half of FFIV, and a some of them feel more like a hindrance, resulting in a lot of stretches where you need to nanny idiots like Edward, who has no useful abilities, low health, and straight up runs off screen when you try to heal him up. Likewise, you'll occasionally be gifted with guest characters that are too good, creating this pendulum swing of the game being "too annoying" and "too easy."

This combination of antiquated design elements and inconsistent party composition makes the early game a drag, and it's no wonder I ditched the GBA version around Mt. Ordeals back when I originally played it in 2005.

It's so over.

Final Fantasy IV's story also struggles in the early half of the game and spends a bit too long meandering around. It is interesting to play this right off the heels of Final Fantasy III as both games feature numerous character sacrifices, though the greater scope of FFIV means you'll get to spend more time with them rather than coming upon each character briefly before they like, chuck themselves into a furnace or whatever. Each death feels meaningful, which is why it's a bit upsetting that FFIV walks back most of them, sheepishly shrugging and going "I don't know, they lived I guess."

Thankfully, both the story and gameplay eventually find their focus, and once FFIV dials things in, I found that I was starting to have a really good time with the game. Turns out a stable party of well-rounded characters who share a clear and common goal is just what you need to get me invested, even if it may not address every single problem I had with the game up to that point.

By the time the party awakens the Lunar Whale and takes a trip up to the god damned moon, I was fully in it, and I loved the way the game handles the reveal of its true antagonist, Zeromus, who is less a singular consciousness driven by focused malice and more representative of the game's greater themes concerning good and evil, its presence in all men, and the cyclical nature of war and peace. I am a noted Necron defender, so the idea that the party has to do battle with something more representative of a thought or manifestation of man's own nature is my kind of thing.

Also, he's got a sick battle theme.

We're so back

Unfortunately, actually fighting Zeromus is another matter entirely. I thought the Cloud of Darkness was a motherfucker, but this might be the most I've struggled with a final boss in any Final Fantasy game. Apparently this guy can cast Meteo, Holy, Bio, AND Flare, but you'd never know it because he spends 90% of the fight spamming Big Bang over and over again. The solution here is to let Rydia stay dead as all of her spells will result in an immediate counterattack that operates separately from the fixed timer that dictates Big Bang. This also buys you better healing as Rosa only has to split Curaja between four characters instead of five. At the 11th hour, Final Fantasy IV deigned it necessary to saddle me with more dead weight, and the constant run back through several floors with high encounter rates and ~ten minutes of mashing through mandatory dialog is a steep price for failure, which unfortunately sucked a lot of the wind out from Final Fantasy IV's ending.

it's so over. literally, i am done playing this video game

Rating games in a series can be a little tricky, but I think I've more or less settled on a curve when it comes to Final Fantasy. I gave the original game a 3.5/5, which seems a bit high when you consider how approachable, engaging, and bombastic later titles are. All qualities I would assign to FFIV even if I think it spends a little too much time playing around in the protoplasmic puddle left behind by the previous three entries. That's why it's simultaneously the easiest of these four for me to sit down with, yet it's also a 3/5.

Maybe one day I'll check out the SNES version. I am genuinely curious if the easier difficulty curve results in a more evenly paced game, or if it simply makes combat dull and predictable.

Anyway, the next game has a protagonist name Butz. We're so back.

Holy crap this game is hard. I'm shocked I even beat it. Super Ghouls'n Ghosts is a sidescrolling action game devised by Capcom, like many SNES greats are. You play through 7 levels to save the princess. Super original plot, I know. But, Super Ghouls'n Ghosts really shines with its meticulously tuned levels and difficulty. The theming of each level is pretty cool, The spritework is goregeous for an early snes game, and the music is unique and memorable.

From the very beginning, this game isnt afraid to show how difficult the journey will be. You can take 2 hits before you die, and your weapon can be swapped out for a different one through random drops. You've got a double jump, but it takes some getting used to as you have zero air control. It asks for constant spacial awareness and focus so that you don't get hit after a bad jump, or from a poorly telegraphed enemy attack. But... there is just enough leeway in the control scheme to get good at handling the stiff movement.

Once you've gotten used to the controls, found a decent weapon and have memorized most of the levels, the game tells you that you need to beat it again. As if it wasn't difficult enough to make it to the end once, you also need to find a new weapon exclusive to the second playthrough to beat the final boss. Doing the second runthrough was much more challenging, as the weapon you need drops randomly only when you have gold armor. Yeah, you can't get hit at all, you've gotta get two random drop armor upgrades, and THEN you can get the randomly dropped weapon to beat the game.

Plenty of people havent been able to beat level 1, let alone all 7, and hearing the news of a second playthrough is enough to make anyone stop playing. It cannot be understated how challenging this game is and how much focus it requires. The boss at the end of level 7 is notoriously difficult to beat with the required weapon too, so you might run out of time and die before you can get the boss's health low enough.

I haven't even mentioned that Super Ghouls'n Ghosts doesn't have a save or password system, so you need to do two playthroughs in one sitting to have a chance of beating it. Capcom, would it have killed you to put in a password system like some of your other snes titles!?

So... yeah. It's a great game if you like challenging titles, but it firmly sticks in the "NES hard" category of games. It is unfair at times and can be pretty BS too. I will admit I used NSO's rewind feature sparingly to be able to finally beat it. On original hardware, I only ever made it through the first playthrough.
I'd love to hear what others think of Super Ghouls'n Ghosts in the comments and any tricks you might have to beat the game without rewind!