747 reviews liked by Funbil


It's pretty cute i guess.

As much as I'd love to not mention it, it's impossible not to compare this game to Lethal Company. I feel like any game going forward that wants to try and recapture that Lethal Company appeal is going to have a hard time beating what Lethal Company already offers.

I think this game is way more chill than lethal company. Not that I'm ever a "try hard" when I play lethal with my friends, but this game incentivizes the silliness that tends to come with your average game of lethal. Both the games are dumb fun, but this game encourages you to be dumb. You are playing as a group of "Spooktubers" after all.

The camera mechanic is pretty cool, and is where most of the "chill factor" comes from in the game. Rather than hunting for junk like in lethal company, you're on the hunt for views on a clip show you make with an in game camera. This is where the magic of this game comes in, as one player can record up to ~2 minutes of footage with the in game camera. This leads to everyone being dumb on purpose, after all your best friend dying means more views right? It's a ton of fun finishing a dive into the "old world" and coming back up and watching the stupidity unfold in a sporadic retelling of your adventure.

The other chill factor in this game is the monsters. Compared to lethal company, the monsters in content warning are much less, well, "lethal". This is done purposefully since as I mentioned earlier the game wants you to be stupid. Where a lot of the comedy of lethal company comes from the instant-ness of death the monsters in that game cause, the comedy in content warning is seeing the monsters brutalize your friends, only for them to stand back up and walk it off.

There's a lot less pressure in this game than in Lethal Company, and in a lot of ways it works well. There's one treasure (the camera) and you're a lot more likely to all survive due to the inherently less hostile game design.

However, the game just doesn't have the depth Lethal company does. All the rewards in this game are mostly cosmetic, Expensive emotes, Party poppers, Silly microphones, etc. It plays into the gameplay loop well enough, your videos get "higher production" the longer you go. But they don't really effect how you interact with the world, unlike Lethal Company. In lethal you can get new tools that let you explore outside of facilities, or teleporters that can create clutch saves, or instant chaos. In Content Warning each loop is the same, even the location you dive to is picked for you and stays the same for the 3 day loop for each view quota. As it is now, I feel like I've seen most of what Content Warning has to offer. And it was a good time! But I don't think I could play this more than maybe one or two more times.

I got the game on launch when it was free for the day, and as a free game it's a 100% recommend. At $8 It's still pretty cheap, but I would only get it if your friends already have it or want to play it. However, if the game gets some updates, then I might change my tune! I do think it has room to grow and be a more "chill" alternative to the game play loop Lethal Company currently dominates.

I will be upfront here and admit that my initial impression of Magic Pengel was underwhelming. The first couple of hours felt extremely plodding, thanks to the opening glut of story cutscenes with awkward voice acting, the lack of part variety to attach to your Doodles (your drawable monsters for battle), and the initial grind for more colors necessary to both draw and further develop your Doodles. This initial grind can be a nightmare because a lot of the fightable villagers will easily outclass you in terms of sheer stats and stall you out by using Charge every other turn to heal off more damage than you can inflict, so you’ll end up wasting your arena time if you happen to challenge a super tough villager since there’s also no way to forfeit a match. It also doesn’t help that there’s a half minute loading screen every time you need to move to a new area in the overworld, so you’ll end up sitting through over a minute of loading screens moving between the two main arenas alone since there’s no fast travel and you’ll have to pass through the market every time. Not a great start for a seemingly great premise!

Get past this initial roadblock by winning a few arena matches and gaining enough resources to thoroughly flesh out your Doodles with better stats, however, and the game starts to find its footing. Combat is almost entirely turn-based rock-paper-scissors (magic trumps attack, attack trumps block, block trumps magic) with some degree of mind games. This fortunately does get a bit more complex later on; landing magic spells can inflict status effects such as paralysis and sleep upon foes, as well as temporarily lock or punish types of attacks depending on the spell used. This essentially adds another layer to the mind games, aside from the aforementioned Charge for healing/powering-up the next attack/resetting neutral; thus, combat isn't just mindlessly following the advantage triangle specified above. In addition, the colors and parts used (i.e. adding limbs, wings, a held weapon, etc) drastically change both your stat and skill distribution (explained in more detail here and here ), and since your drawing capabilities and max capacity are increased with each arena win, you’ll likely be redrawing your Doodles all the time anyways to keep up with the tougher fights while tinkering with new and expanded loadouts. Simultaneously, it becomes a lot easier to farm resources since your Doodles will finally have enough attack power to deal more damage than opponents can heal off with Charge, and you’ll earn significantly more of each color (a few thousand as opposed to a few hundred in the early game) upon victories. While Magic Pengel’s combat never reaches the depth of similar monster battling systems such as Pokemon, I nevertheless found it easy enough to get into the rhythm of the progression loop once I got past the opening grind, and it served as a solid podcast game that vaguely reminded me of my days laddering on Pokemon Showdown.

A word of warning though: as much fun as it is sketching crude creatures with your Pengel and watching your crayon abominations destroy developer-drawn Doodles with much more effort put into sketching, that is unfortunately just about all that this game has to offer. Magic Pengel’s narrative touches upon some interesting lore and story beats concerning both the world of color and the supporting cast (such as your friend Zoe’s connection with her missing foster father, a renowned Doodler that once worked for the king), but the game never goes into too much detail with its sparse storytelling, and it ends on a bit of a cliffhanger as your friends decide to set off on another adventure. While you can sell spare colors for gold gems, there’s not much to purchase from shopkeepers; you can buy a few brushes to further adjust your line thickness, but the only other items on offer are Doodles, and there’s no point in buying those when you’ll get far more utility out of drawing your own (especially because you can’t delete any part of a Doodle drawn by an NPC). Finally, the game is a bit lacking in post-game content. The only unlocked features are a new arena where you can engage in 1 v 3 or 2 v 3 fights for higher rewards, as well as a hidden boss that can be fought if you somehow grind one million gold gems. As such, I have to concede that a lot of the Magic Pengel’s surrounding elements could have used some more time in the oven.

Ultimately, I prefer the game’s spiritual successor Graffiti Kingdom for its more succinct runtime and expanded drawing utensils. Even so, I mostly enjoyed my time with Magic Pengel (the quaint charm and artstyle admittingly a big reason why), and I’d say it’s checking out if you want a taste of one of more creative monster collecting/creating games out there. I think Taito had something really special on their hands with this formula, and it’s a shame we’ll never see a game in this vein from them again.

Normally if I enjoy a game I'd either try to have fun with my writing and do something corny like roleplaying as a character or go insanely heavy on the showmanship, but for the sake of this I'm actually going to be really vanilla and bore everyone to death.

Before I heel out, I'd like to let it be known that I was rooting for this game. When it was originally revealed in one of the Directs, I clapped, I hooted, and I hollered, for she deserves the universe and everything in it. She's an icon, she's a legend, and she is the moment. I heard it get compared to Wario World, which made me bounce off walls like Spring Wario from the classic Game Boy games. I could imagine it now, Peach womanhandling every bad guy in sight and going on an exciting journey through every genre of artistic theater known by Mushroomy Kingdom history. Unfortunately, comparing Good-Feel to even one of Treasure's lesser developments is essentially like putting silly putty next to an unpolished diamond.

"Engagement" and "difficulty" are two separate things, and it really needs to be stressed that the latter means little in the grand stage of what makes a game do what a game does, which is engage the player and take their mind off life, with the "fun yeah woo" energy replacing all their other thought processes. Spyro the Dragon and Ninja Gaiden are on opposite ends of the spectrum and still manage to be a few of my favorites to ever do it. Just a few days ago, I played Bugs Bunny Lost in Time on stream in a Discord call with one of my friends as she did some programming, and that is a game "made for children" with very little punishment dealt out for mistakes. For how jank and lower budget it was, it was fun with decent puzzles, cool ship combat, car chase segments, and even pretty good boss fights! It's something I enjoyed when I was eight, and still do now as an adult.

Peach Showtime for all of it's poor performing extravagance doesn't even use a lot of the joycon's controls, and many segments are very linear and on-rails with one of the Detective Peach puzzles quite literally having the solution put up on the wall for you. Using a simple control scheme is never a bad thing in itself, I enjoy an Atari game now and then, but the fine art of utilizing that simple control scheme demands creativity that extends beyond auto-scrolling sections that make 100%'ing the game annoying. It would also ask for enemies to master the very tricky art of "moving the fuck around a little" to justify having the world's most lenient parry window. It's frustrating, because for every half-decent powergaming moment that involves throwing hitboxes around enemies that are less threatening than beginner mode Musou soldiers it's spliced between very uninteresting unskippable dialogue, uneventful non-combat plays, auto-scrolling/auto-running sections, and "puzzle" segments that are more trivial than microwave cooking. It makes me drowsy! I've played stuff like Toy Story Activity Center off the Collection Chamber and Number Munchers last year, and that stuff was pretty fun despite the target audience! Hell, I still come back to Wacky Worlds Creativity Studio on Sega Genesis just to screw around with the music maker! It stimulates my imagination, unlike Peach Showtime!

Give kids some respect, or even better give Peach some respect. A little bit of both I feel would go a long way.

....Also, I know I'm preaching to the choir on this subject, but why does the game run so goddamn bad? The loading screen and results screen run worse than a bunch of Atari Jaguar games I've played, was it a bad style choice? It would check out I guess, I may as well be playing a movie game.

A dull direct-to-VHS Disney movie game.

El mejor juego de la historia si te llamas NintenJimmy tienes 35 años y jugaste a este juego en la SNES con tu primo John

I can barely form a coherent thought about what I just finished but I feel weirdly seen by Final Fantasy VIII and its protagonist in particular as this understanding of specific feelings of capitalist alienation that I've been unable to articulate for the longest time. I don't have any official diagnosis and especially do not want people I barely know armchair diagnosing me online but Squall's struggles to process the most basic social interactions in terms of anything other than capitalist obligations like school or work, "shut up and get the job done" mentality, and specific jaded outlook are core parts of myself I never expected to see reflected in this fashion. While I narrowly prefer the basic bitch choices of VI and VII in terms of Final Fantasy games, this surreal response to the cultural zeitgeist of the latter game and weird as fuck (complimentary) use of Marxist theory (specifically the "annihilation of space by time" described in Grundrisse and expanded upon over a century later by David Harvey) in the same way that most RPGs use religious/mythological concepts solely because it sounds cool is a game that will no doubt have a special place in my heart from now on.

Genuinely what is your excuse for not playing/beating this yet. I want to hear the people speak.

A very short n' sweet 2D platformer. Wears it's Kirby's Adventure inspiration on its sleeve. The main form of attack for Froggo is spitting out enemies at high speeds and having them bounce off the walls which feels really satisfying to do. A little disappointed they didn't play around with that mechanic more like giving you more chances to chain enemies off each other or just filling a room full of enemies and letting you go wild. I also wish you could have more control with Froggo's tongue like letting you aim up or diagonal. On top of that the game could benefit from some overall polish. I fell through the ground at one point and the physics can get a bit janky at times. This game certainly feels like a good jumping (get it? like a frog?) off point for a really great sequel. There really isn't too much else to say about it, it's decently fun and extremely cheap. Pick it up if you've got 0.99 cents and a half hour to kill.

Curse

1989

now I know how all the other guys named john wayne gacy must've felt

It has a unique rhythm where you're trying to survive for five-second intervals until your shield recharges and turns you into a bullet-bouncing menace. Super accessible and fun, with cool ships and an archaeo-steampunk style courtesy of Capcom's art team.

What a fun little hidden crystal