667 Reviews liked by GirlNamedYou


Skate

2007

I needed a bit of a chill out type game in between a lot of stressful shit going on and I was growing a bit tired of Tony Hawk games as they began to progressively get worse and worse in certain ways post American Wasteland and I'd been meaning to try out Skate forever now.

Skate nails those vibes of fucking around, finding a spot and practicing over and over again until you can nail a spot basically however you want to. When you've checked into this game's flow, you get in this kinda rhythm with it, you end up feeling like you're accomplishing a goal you couldn't before and it gives you that kind of weighty gratification that skating can give. Only here you can't get off of your board and some of the missions aren't the most clear/difficulty spike seemingly out of nowhere sometimes in ways I found frustrating.

This game absolutely has a real good vibe to it though, nailing some of those spots or film challenges was so satisfying. When I ended up completing the X-Games Ramp finally I was so stoked. Felt like after just not getting it it just kinda clicked for me.

I just really wish they'd let you get off of your board in this one. Seems like a bit of a massive oversight but maybe they tried and couldn't get it working right for this one.

But yeah honestly really loved just going down a hill and trying to perfect a line or two if I could. There's a really strong base that just needs more within its world imo.

Co-op'd this with my gf and had a pretty solid time with it. It's ambitious for a Lego game and so full of fun details and fun humor. A lot of the gags land pretty well and it makes some of the movies (episode 9 in particular) decently fun to re-experience in a goofier context.

My main issue is that while I do genuinely respect and even enjoy the ambition and scope this is going for overall it feels way too bloated. The combat has an upgrade tree but no real reason to use it because combat is extremely easy. There's lots of detail in each hub and the areas in general but their size also makes half of what you're doing in this game walking from one point to another just following dots around a map in fairly uninteresting segments.

Some of the episodes in this are also just adapted in extremely boring ways. The prequel trilogy is egregiously padded with following characters around hubs and walking from place to place. Episode 9 is paced really boringly for basically the same reasons too. It ends up feeling like there are levels throughout this entire game that just feel like complete time wasters of running around hub levels doing fairly boring quests with funny dialogue. It just feels like while I understand for some levels why they gotta pad them out the way they do, there's some where it just feels apparent that they didn't really know how to really do anything interesting with them and that's kinda lame.

Some of this also just feels like it wasn't fully thought well out for co-op and having the second player contribute to fights and setpieces in fun or interesting ways. Episode 6 has an actually decently neat co-op Vader and Luke fight but Episode 3's final fight has player 2 be C3PO and R2D2 for some reason and not Anakin? It's a very bizarre choice that just doesn't really work for me at all especially when the older games did exactly that. Not that I need to be fighting every second but it just wasn't always that engaging to me or felt like what the second player in that scene was doing felt like a complete afterthought.

Overall though even with my complaints I still had a solid time I just wish they reigned in some of the scope a bit and focused/polished up some of the episodes and levels a bit more. Ballin around as BB-8 was cozy.

The best thing about MK11 is they said fuck it and made the guys into eyecandy and honestly? They should keep going

okay. OKAY.

third attempt at a review. this time i will try to be as fair yet firm as possible without referring to how i would not undo 9/11 to torture ed boon or how this game makes me want to die a painful sudden and slow death. i'm going to try and be like, something approaching neutral tone about this.

this game has potentially one of the best fighting game engines of any game in the past like 10 years. and the tutorial is great at educating you to all these concepts, both simple and complex. i like the story. i could say a lot about it but it's been like 90 months since i played this game correctly so i barely even remember the story beyond "i liked it" and "it had character arcs" and "it made me feel emotions". this is how a normie talks about marvel movies. surely that must be good right.

this game is just also simultaneously the worst kind of video game in basically every respect. this game is borderline devoid of content without an internet connection. this game is going to be a wasteland when the servers go down. hell, if you're reading this, you already missed the boat on a significant amount of content in this game that you'll never get to experience if you hadn't been playing from the start. FOMO murders everything we love and has made this game adopt an unsustainable model of "season exclusive kosmetics and brutalities! play this game 7 hours a day to get everything and not miss out! never stop engaging with our product! this is a FOREVER game!"

and you know what? they got me. i'm not above it. i'm not too proud or cool to admit sometimes the predatory game models swallow me whole. i'll admit it: i've bought time krystals in this stupid fucking game. multiple times. all because some kosmetics that are otherwise nearly impossible to obtain were available and i thought "i'm going to really hate myself if i don't get these now". you won NRS. you won triple A video games. i am now part of the problem.

all of this is rooted in a deeply misappropriated love of fighting games. i love MK11 as a fighting game. i hate it as an actual video game. towers of time do not constitute engaging singleplayer content. the story is good, great even. but that only gets you so far. and once you're done there, you're stuck with a game that you need a constant internet connection to play meaningfully. you're going to eventually have a game that will never be playable. art preservation as a movement weeps every time a game like this gets released because there is genuinely so much content in this game that eventually will be inaccessible without hacking/modding the game. FOMO, again, murders everything we love. i've spent an embarrassing amount of time playing this game, doing all the character towers, doing all the towers of time, and there's still content i will never be able to access because i wasn't playing this game from launch. i cannot think of a single more spiteful thing i've ever experienced in a video game, both to me and to the actual staff of NRS that worked on this content i'll never get to witness. all that effort for nothing. art sectioned off. nothing matters. it's all ultimately pointless.

fuck it. i don't recommend this game. play it if you want. i didn't recommend it to you. i suggest you just play something whole and complete that has everything available to you, whether it be from the jump or unlockable in-game. play anything but this game. do it for me. do it for the staff of NRS who got crunched, one of which saw so much gore working on this game that it traumatized them to the point of needing to seek help. don't play this great, enjoyable, fun at its core game. i am the warning on the back of a pack of cigarettes. here, let me show you a pair of lungs ravaged by cancer. scary, huh?

In all earnestness, I do not believe there is a more significant example of why mobile games are the way they are now than this. There are several things that factor into it—the success of Clash of Clans and the addictive nature of Flappy Bird; the fact that the law allowed the unwashed, genital-shaped homunculuses posing as humans at King to trademark a single word from the English dictionary and get away with it; the failure many big-name developers ran into trying to translate some of their biggest IPs onto a relatively new platform with an eager audience; I could go on. Among this trash heap of inevitable nostalgia serving as blinds stands Infinity Blade and its two successors. A veritable trilogy of Fantasy epics that took advantage of the hardware instead of trying to accommodate for it, there's a good reason one of the three games in this series was legendary enough to earn a coveted 10/10 from IGN.

At least, in theory.

In all honesty, I have never played any of these games. I know of their status and the nostalgia that many have for them. But even if I wanted to, a roadblock stands in the way: all three games were delisted in 2018. So what? Why don't I just emulate them?

You can't. Perhaps that's putting it into layman's terms; you probably can, but the reason I've never heard of anyone doing it is probably the same reason PS4 emulation only made headlines recently. If you want to, it might be within reach, but with such difficulty that it'd probably be best to avoid it. And this is nothing to say of the fact that, even if you manage to set something like that up, it's likely that it's not something that'll even work out the way you want it to. I'm putting this here just so nobody writes a comment that begins with "Actually,", but I swear to god, I've never seen a single person talk about emulating an iPhone game.

If the game were on Android, this would probably be a different story. Old Android games do have their own fair share of quirks that can make emulating them a pain, but it's been proven that there's a workaround for even the most stubborn of APKs. Spoiler alert: all three of these games are/were Apple exclusive.

Here you have this actual fossil. Maybe it doesn't have as much value as it did back then in our current market, but that's the thing about old games: even if flawed, they help you appreciate the new. Just recently, I turned my Xbox One on for the first time in almost a year to play a game on it, and it was for a game on the Xbox 360 that was made backward compatible. I wound up playing that game, the first Saints Row, Grand Theft Auto IV, and TimeSplitters: Future Perfect, and I had somewhat of a good time. Dated in a few ways, timeless in others, kept in between both camps is an appreciation for what I'm able to have now. In a word, it's history. If I hooked up my Xbox to find that ninety percent of the backward-compatible games I bought on there couldn't be played, and that the remaining physical copies of them had mysteriously disintegrated, my perception of Xbox as a brand would suffer significantly. It's not even that it helps brand recognition all that much; if you treat gaming as fast-food, you're more likely to have less regard and appreciation for what it does best.

Apple's decision to lock everything down lest you tinker with everything they've given you behind their backs is utterly dystopic for a multitude of reasons, and that's why I've never had much loyalty for the slop they keep pumping out. But ultimately, it's this that puts a nail in the coffin: they do nothing to preserve their back catalog. Say what you will about the botched ports of games before the iPhone came along; even the jankiest JME games can be played today. Unless you're willing to pay exorbitant fees to play ten-to-twelve-year-old games on devices that have them pre-installed, you just can't play games like Infinity Blade nowadays, and the medium of video games is worse off for it.

Great game. I think the environement is one of the best open-worlds with so many little details and nooks to explore with really good cover-based shooting. Story is serviceable, and I love seeing the settlements improve over time. The combat feels fantastic and all the enemies have an insane amount of unique variety which the DLC helps with, and there is so much content and builds and player choice that it feels really freeing with how much you can do. Some of the complaints I have is the music isn't the best and can feel generic as well as some of the characters. The world doesn't have as many people integrated with it outside of patrols like the first game did, and it doesn't feel like you are meeting a lot of natives to DC which is a shame. Another issue I have is that there isn't that much depth to a lot of the levelling content as this is a game with endgame focus, so it would've been better if they did more with levelling for build variety. It was pretty much just use whatever you got and you weren't really incentivized to farm anything low level with how quickly you levelled up. I would say this is the most detailed and amazing looking open world I've seen, and it really feels like you're walking through a real city and not a video game and I hope Heartland is just as good as this game in terms of the world.

have you ever wondered how the inklings tentacles would taste like? i think theyd prolly be squishy and hard to chew, and prolly have some sort of acidic fluid inside. would eat

This review contains spoilers

ok so first up: it's gay, so that puts its rating straight to the top. for real for real gay. the player insert mc is also a disabled girl in a wheelchair which is a nice change from the usual Generic Slightly Shy Harem Anime Protagonist Guy That All The Game Characters Flirt With that a lot of other games like this would have the self insert be. the characters are all super lovable too

the gameplay works WAY better than in NOISZ, and is far more suited to touchscreen than keyboard. that being said, it's geared towards fingers players, and i'm a devoted thumbs player, so it's...a little harder for me to play?? i asked the game staff about it at their booth at magfest and they backed that up - it's thumbs supported UP TO A POINT, and i. don't remember their exact words, but right off the bat you can see certain patterns that are geared to fingers players. it feels unbalanced in that aspect, higher levels will make you do bullet hell and rhythm AT THE SAME TIME, and when my thumbs are in the way it's a bit hard to see the bullets - also doesn't help that my thumbs cover the character so micrododging is a bit harder (is it also bc i have long nails?? that can't help either), ie even hard charts will involve crossfinger patterns that are much more difficult with thumbs than with fingers

this game blends rhythm and bullet hell...very well imo?? that being said, my one complaint is that hold notes are very harshly judged - the game only counts the subnotes within a hold note as complete if your finger is at the note corresponding to it, rather than if your finger is within the hold note's area like other rhythm games do. during faster patterns you're obviously gonna start rushing and go "eh close enough" on these things or take your finger off early as you don't have the opportunity to "secure" each subnote position, which can lead to a lot of misses

(also before i forget: i played this with fingers on a tablet at magfest. i sucked at it bc i'm not a fingers player, but i felt if i were one, i would have been pretty good at it, so in its "natural environment" the game absolutely works)

also worth mentioning that despite this looking like a cute rhythm game with a generic story about friendship, nope!! it goes all-out and tackles various issues marginalised people tend to face, such as trauma and...well mentioning other subjects would be spoilers but you get the point. project sekai kinda did that too. is this just how modern mobile rhythm game stories are nowadays? bc i am HERE for it

Great job Nintendo, you've knocked it out of the park with this amazing game. Controls are smooth and the graphics are good enough for the Wii. Plus, you get to get new opponents like Disco Kid and Donkey Kong (I didn't know back in 2011/2012) Give it a buy if you like boxing games and you still have a Wii that's hooked up somewhere.

This review contains spoilers

There are moments in Yakuza 4 where I think it’s the best game in the series and there are moments where I think it’s complete trash. This isn’t an experience unique to this game; if any one statement encapsulates my feelings about Like A Dragon as a series it’s that it’s a land of contrasts, often offering up genuinely fun, exciting melodrama and deeply charismatic characters with one hand while it bops you on the ear with puddle deep (sometimes offensive) political commentary and bloated, meandering mysteries with the other. Something that seems ludicrous to observe now in 2023, when we’re expecting not one but three brand new games or remakes starring Kazuma Kiryu in the next two years is that Yakuza 3 felt like an ending for him. He got out, he made a life, he resolved all his shit, he solved the biggest possible problem not only for his former clan and his new family but also the literal country of Japan lol. And Yakuza 4 makes good on this! It’s at most an epilogue for Kiryu, who is barely in this game at all, being sent off into the proverbial sunset with a feeling of finality in a game that very consciously echoes all three of its predecessors constantly. It certainly inherits everything that consistently sucks about every one of these games and comes up with some new problems all its own, but when the highs hit they hit fuckin hard dude.

Yakuza FOUR. FOUR guys. FOUR chapters AND a finale that is just as long as the other shh shut the fuck up. FOUR stories sort of. FOUR fighting styles. It’s a big explosion in scope compared to what’s come before, and even though on the surface everyone has less to do and fewer options and their bits are all very short, there’s still a lot of thought put into each of these characters and how they interact with the world. Even though each individual part feels truncated this still ended up being my longest overall playtime of the first four games.

Thoughtful might be the word I would use to describe the game at large, which surprised me, because as I’ve mentioned here already and in previous writing about Yakuza 3 I think these games are often obvious to the point of getting in their own way. But we can break it down a bit. Like, the order of the characters’ chapters clearly wasn’t arranged arbitrarily in the scenario planning. Carefree moneylender Akiyama going first makes the most sense in terms of the narrative because he has little personal connection to it but bit personal connection to the established ecosystem of Kamurocho; he eases us back into the familiar setting through a new perspective so it makes sense to see that post-kiryu world via the guy who is most and least similar to Kiryu. He is like Kiryu in that he plays similarly; not mechanically but philosophically, he’s way less technical than the other two new guys, much easier to simply press buttons and win fights. He is personality-wise almost Kiryu’s polar opposite but that makes it more ironic when his part almost plays out early chapters of Yakuza 1 again in miniature, with the inciting Yakuza shooting, the mysterious woman, the suitcase full of money. There is also, of course, the fact that he wouldn’t be here at all if not for the ending of Yakuza 1, where the 10 billion yen exploding from the top of the Millennium Tower gave him the chance to pull him out of poverty. As the game goes on Akiyama’s past is more directly connected to both the events of this game and the events of previous ones than he realizes, but that’s kind of all he’s got; he’s on the margins of this story to the degree that the crush he develops on the main female character being treated as equally worthy of grief to her brother’s when she dies towards the end is actually kind of insulting lol.

With Akiyama having set the stage the two middle chapters are given over to Saejima and Tanimura, who are the characters who actually emotionally anchor this story on the heroes’ side. The game really tries hard to make it about All Four Boys and have Four Bad Guys To Punch at the end but truly this is Saejima and Tanimura’s game, as the entire plot revolves around their pasts, their histories, and how events that shaped them in the 1980s continue to harm people in 2010. They also pair nicely in other ways. Each of them are in a way outsiders in Kamurocho, Saejima quite literally because he’s been away for 25 years (him having a unique dialogue about how things have changed every time you enter a building for the first time is a wonderful touch) and Tanimura because he’s one of the many ethnic minorities of people who come from or are descended from people who come from mainland Asia, most of whom live together in poverty in a small neighborhood-within-a-neighborhood in Kamurocho. They’ve both got more technical playstyles too. I think Saejima ultimately makes it out of the game better off, largely because his chapter comes first and isn’t as burdened as Tanimura’s is by being almost entirely plot-based, and I also think Tanimura’s playstyle just doesn’t fit the rhythms of yakuza’s combat very well, but they’re both great characters who add strongly to Yakuza 4’s central thesis of breaking cycles of historical harm (along with lots of other smaller ideas that this game is chock full of and much messier with).

Finally then there’s Kiryu, who largely comes in at the end of the game like a steamroller to charge in and save the day, except in Yakuza 4 there is a distinct and incredible sense that he has simply done all of this before. Kiryu is to some degree going through the motions. There isn’t a scheme or type of guy in this game that Kiryu has not already done a version of. Once you’re taking down CIA-backed International Arms Smuggling Rings there’s not really anywhere left to go right? But it’s also not old hat for him; he doesn’t do a better job, he fucks up in basically the exact same ways he fucks up every time, and people tell him so. When he tells one of the villains that he Won’t Let Him Get Away With This that guy replies something like “you won’t stop me, you’re always too late. That’s why these things happen.” and it’s sick as hell. Kiryu’s final boss is both an acknowledgment and a failure and his ending is extremely dark. He finally says out loud what anyone with eyes and ears has known for three games: that making Daigo Dojima the head of the Tojo Clan was an enormous mistake, and leaving yakuza life immediately afterward sealed the Clan’s fate to a slow death. The way he fails though is that his attempt to course correct this is to just kind of beat Daigo up, and rather than find a real solution to the problem he created in Yakuza 2, the last scene of the game indicates that Kiryu is simply back in the life, taking a hands on approach to fixing his mess. It may be a form of responsibility but it’s a sacrifice of the life he’s spent years earning, and he does it with a smile on his face. Kiryu will never get out, and the game is ambiguous about these circumstances so it’s unclear whether he knows it. He’s the only guy in the game who can’t break free, only try to massage his problem back out of sight.

I think this core set of ideas in Yakuza 4 is really strong and in fact I think it’s the first Like A Dragon game where I’ve like actually enjoyed the execution on it. The way the story has to be siloed between four discrete chapters definitely hurts the presentation of the overall mystery and conspiracy composition (this one actually probably falls apart in the last chapter much harder than any of its predecessors, an actively comical series of pileups where literally every villain in the game stabs one of the other ones in the back it’s truly amazing), but this truly is a game about The Boys and also one or two of the Bad Boys and to that end I think it succeeds a lot more than it fails. It is true that Akiyama’s central relationship to his final boss exists entirely off screen, it is true that Saejima’s reunion with his sister, the emotional core of the entire story, happens off screen and they in fact never interact at all unless you count him screaming her name a bunch after she’s been shot, and it’s true that Tanimura’s chapter is so completely overtaken by Plot Machinations that almost all of his actual characterization happens in his substories, but hey, I play all the substories, that’s just the kind of gamer girl you’re reading about. These quibbles amount to quibbles, ultimately, paling in the face of the sheer volume of character-driven shit in the game, almost all of it well-worth the price of admission.

And of course, four characters with four different perspectives on Kamurocho means the side content is a lot more tailored than it’s been before. Everyone gets a really tailored experience, with Akiyama’s shit revolving mostly around his two businesses and giving you insight into what his day to day life might look like when he’s not accidentally embroiling himself in vast criminal conspiracies. Saejima has the most interesting section – with him being a very famous escaped prisoner, the city is crawling with cops on the lookout, and Saejima has to make much more careful use of Yakuza 4’s newly-introduced rooftop, underground, and sewer areas to get around undetected. He’s also, obviously, homeless, and integrates with Kamurocho’s homeless community in a way that is more intimate and less cornily exploitative than they’ve been portrayed in previous installments. Tanimura may be a corrupt dirtbag cop but he’s still a cop and a lot of his stuff revolves around doing both Corrupt Cop Stuff and Normal Cop Stuff, which is good for his flavor, and he has two long questchains that involve extended police investigations, one of them tied intimately to his past (in a different way than the main plot lol). Nothing as mechanically interesting as the murder mystery quest in Yakuza 3 but there is some variety to his activities. His real good shit though is the stuff involving his insular neighborhood of Little Asia. As an ethnic minority and a polyglot who gets by in most of the languages spoken around town, Tanimura is both an official and unofficial police liaison for his entire found community, and the game is clumsily but earnestly interested in making him a complicated guy who does bad shit in the name of doing real good for his neglected community.

Kiryu’s side content is the most interesting on a meta level, again invoking this idea of looking back, remixing the past, and inevitable finale that the game will yank away from him at the last second. Almost all of his substories feature characters from previous games, checking in with Kiryu potentially many years since he’s seen them last, showing him how he’s changed their lives in small or big ways. New ones involve helping a woman to stop denying her present and cope with her grief, or Kiryu beating up all the new street gangs that have been moving into the neighborhood. That quest is especially good, overt comedy stretched over several hours as Kiryu absolutely demolishes five purposely underpowered sets of characters whose encounters are weaker than even the random encounters you’ll find at the very beginning of the game. Because that’s who Kiryu is at this point, that’s what this is to him – a nostalgic romp, a reminiscence on that time he did this before. No one who walks up to Kiryu in the street can hurt him, they can’t even TOUCH him unless he purposely offers them his hand before they knife him in the belly.

It’s not ALL good, of course. We still have this series’ most obtrusive writing issue of being able to identify social problems but being too cowardly to say anything about them other than that they exist. Case in point, one of Tanimura’s substories involves three kids in Little Asia tagging buildings with anti-japan graffiti, and they say they’re doing it because they’re pissed at the Japanese government for deporting their dads for essentially the crime of Being Poor. And Tanimura’s response to this is to tell them to shut the fuck up, this situation is no one’s fault, and they shouldn’t complain about it. He says that every one of us has the potential to be rich and happy, and that blaming others and complaining won’t solve anything and all the kids are like wow you’re right! And it’s like??? Tanimura these children are 8 years old they can’t VOTE. Let them complain about the enormous structural problems that tore their families apart and make them live with strangers in a cordoned off area of a seedy red light district, jesus. No One’s Fault, come on.

Or the way Arai insinuates to Tanimura that now that the corrupt cop villain has been thwarted, the Police as an institution will no longer be corrupt, seemingly forgetting that Tanimura himself is so corrupt that he has a famous nickname, and he was doing it totally independently from the vast evil cop conspiracy. This is mostly just funny but it’s another way that the series is just constantly looking to talk about real problems without TALKING about them, without treating them like REAL problems.

Less funny is the return of the series’ persistent Hatred of Women, largely localized to Akiyama but deeply concentrated within him, a guy who loves to belittle his secretary, is generally lecherous and shitty to most women he talks to, and of course, he does own that hostess club where he dates his employees and sends women to work there so they can prove themselves worthy of him lending them money. Listen I like Akiyama as much as anyone, he is extremely cool, but he’s a real fuckin scumbo. There’s also the only major female character in the game, Lilly, who just kind of wanders in and out of scenes, supposedly doing a lot of really sicko shit but never really displaying any aptitude for this sort of thing, always having her moments taken from her, having her events play out just out of sight (including the aforementioned saejima reunion), and being told to settle down because she might get so emotional that she kills herself (seriously lol).

So we’re not batting 1000 (.1000? whatever the good one is, I am only good at batting cages in yakuza 4 idk shit about baseball). But we’re doing altogether better than previous games, I think. I like the vibes, I like how they play with the genre space a little bit between parts via different music for each character unified by a shared jazzy throughline, I like the progression system and how clear and customizable it is, and most importantly how achievable it is when you have four guys who go to level 20 instead of one guy who goes to level 80. On an individual scene by scene basis Yakuza 4 might be the best the series has been yet, and I think the cast here is genuinely fantastic. When Tanimura is the weak link in your chain I think you have a very strong chain. This Is also the Like A Dragon game with the strongest set of villains overall, I think. There are many of them this time, to match having Many Boys be important on the heroic side, and almost all of them are distinct and sympathetic voices who get enough time to be dynamic and interesting dudes, even if their relationships to their particular good guy aren’t always properly fleshed out. I’ve accepted by now that Like A Dragon simply isn’t ever going to be a cohesive package, and Yakuza 4 in particular is a sprawling mass of half-developed thoughts and underexplored ideas propped up by a very strong thematic backbone and a really incredible cast. I know that this series will go in a lot of directions from here, with 5 and 7 being infamously big games and 6 and Judgement narrowing the scope a lot. I remember 0 sitting somewhere in the middle of how I imagine that scale. So I can’t say “this is how I want Like A Dragon to be,” but I can say that I’m happy with this, and I’ll be happy to see the form of it shift more in the future. I only hope that when it does so it’s with the same degree of success I found here.

it's the funny meme entry of the series

despite the messy and at times godawful plot, I liked the subtext a lot and the main cast is great and the finale is stylish as fuck, mechanically a step up from 3 and is alot of fun to play

Incredibly charming aesthetic with a fantastic soundtrack. very charming overall. surpasses what its mimicking (puzzle bobble) in many ways.

A really solid puzzle game with a very solid difficulty ramp up.

The later puzzles can be very clever and it's very easy to over complicate them but when they click it's a great feeling. I love the mixture of puzzle platforming here. It keeps all of it's mechanics simple and climbing each puzzle is very satisfying. There is also just a ton of content in here that kept me busy during downtime at work where I just... didn't want to do anything. And just when I thought I had it finally finished, the fucking bonus pushmos unlocked at the end...

I think what's frustrating is some of the later mural puzzles expect you to set stuff up early way before hand that you won't really know you needed to do until much later in the puzzle. As a result, those particular ones can feel a little trial and error.

Yakuza 5 ain't perfect, not even fucking close but holy SHIT it is full of passion and even more fucking content. Even if it stumbles it keeps going and finds plenty of ways to make you cry. Shinada's chapter is especially full of those moments that make you tear up like a sissy baby. Fucking love this game, the final FINAL chapter of the game is one of the most raw things fuckin ever, can't wait to replay this like 5 years later or somethin.

I am beginning to think that Nancy Drew hates her boyfriend. Not only is she always actively jet setting around the world having adventures and vacations, sometimes with her friends but rather conspicuously never with him, but the first time she gets invited on a remote trip with the Hunky Hardy Boys, she doesn’t even tell him! Now I’m not one of those people who thinks couples need to keep tabs on each other or nothin’ like that BUT it’s unusual for the precedent set by this series and here’s why: these games all have a framing device where they begin and end with Nancy writing a letter that will set up the premise of the story and then at the end of the game she’ll write another one that kind of wraps things up and tells you what happened to all the characters (which is weird because she’s almost never in a place where she could mail something and she’ll almost certainly always just see the person she’s writing to again before either letter could be delivered but it’s fine don’t worry about it they’re cute). ALMOST ALWAYS these are addressed to Ned. Once or twice her dad or other relative, 90% of the time Ned. TODAY THO it’s HANNAH, her HOUSEKEEPER, seemingly specifically so Nancy can enclose a pic of Da Boys with a comment about how HOT they are like I s2g if this game had let me make her cheat on Ned I would do it. He’s always too tired from taking exams and shit to help me with mysteries I’m convinced he and Nancy are actually in a passive aggressive loveless thing and this is why she never goes home. Idk which Hardy Boy is Frank and which is Joe but the older one can get it, this is simply the way I feel.

Anyway this is a good game I had a lot of fun with it. Nancy has been invited – well okay that isn’t right, let me start over. There’s a Fake Paris Hilton is in this game, and her dad recently bought a company that owns a mysterious train. One day in 1903, the train was found in Blue Moon Canyon with no one on board but the now-dead engineer, and the actual owner, Jake Hurley, mysteriously disappeared and was never seen or heard from ever again. Now that she semi-owns the train, Fake Paris Hilton (Lori) has recruited people she considers the country’s foremost mystery-solvers to figure out what the fuuuuuuck happened because she thinks it would be cool, mostly, I guess.

You know this game came out in Two Thousand Five because in addition to Lori Being a fake Paris Hilton you also have Famous Airport Novelist Charleena, Famous Hero Cop Tino, and Famous Ghost Hunter TV Show Host John as Lori’s selections for her rag tag team of mystery solvers, along with Famous Teen Detectives The Hardy Boys, who somewhat rudely also invited apparently significantly less famous Teen Detective Nancy Drew, who showed up and comically gets no respect from anybody. Unfortunately things immediately go awry when literally seconds after Lori lays out the plan, the lights go out and she disappears! Wowza! A mystery! A kidnapping! Probably another secret treasure! That’s fuckin crazy bro!

I feel like, with the set up they’ve given themselves here, it would have been really difficult for Her to fuck this up too badly. The flavor of mystery story that these Nancy Drew games most often conform to couldn’t be better suited to the train mystery mold, and this is a completely stacked cast as far as this series goes. Each of them an idiosyncratic weirdo in their own way, be it Charleena’s complete contempt for anyone and anything but her work, Tino’s obvious bluster and desperation to cling to the fame that came along with a blockbuster criminal enterprise he solved completely by accident, or John just like, being a regular ghost hunter guy and seeming to actually believe in the façade of tv ghost hunter bullshit. Even the people in Blue Moon Canyon, once you arrive there around the midpoint of the game, are marked by extreme quirks, like Fatima the Taffy Shop employee with a vaguely threatening aura who never removes her cartoon miner costume, or the elderly descendent of Jake Hurley who is pavlov conditioned to recite his family history in response to the order-up bell at the local diner? The thing that unites all of the supporting characters with the exception of John (more on this in a second) is that they are all humungous jerks, and I DO love when a Nancy Drew game pits her against a menagerie of assholes.

The game is pretty, fun, well-paced, well-written, the characters are undeniably good to chat with across the board, the minigames are solid and there aren’t too many of them, the puzzles are pretty good, the edutainment aspect (late 19th century mining) is inoffensive. Looking at these elements individually it seems like this game is doing everything right, but when they come together into a cohesive whole it starts to feel to me like things get a little bit thematically stinky.

So Lori fakes her own disappearance. This is a cute first act twist, as you find her about thirty minutes into the game, hiding out in the caboose of the train, where she reveals this was a skill check, essentially, and rewards you with the actual mission to solve the real train mystery and find a treasure and all that jazz. It’s also a pretty good attempt at a misdirect, which, coupled with the fact that Tino is an actual despicable person who at least once tries to frame John (the only black person in the game in a move that surely only looks worse over time) intentionally and later maybe tries intentionally to kill him (at worst, at best he foolishly risks John’s life in an effort to look smart), makes it almost not quite completely obvious that she is actually the final villain of the game.

There’s a running theme with all of the potential suspects of a desire for respectability. John’s show has recently been cancelled and this fact is used as evidence against him when Tino tries to frame him for a dangerous act that Tino himself actually committed. However, John is actually fully confident in the truth of his work AND he’s already found another network in his show; in this confidence he absolves himself of scrutiny. Charleena is the same way; she sucks and she’s mean and she’s worried about deadlines, but she’s the least likely suspect the whole time because she doesn’t really have anything to gain – she already has what everybody else wants, and she’s just working to do what she knows will maintain it.

The two people who actually commit immoral acts in the game, Tino and Lori, both feel like they need this external validation from a society that they’re afraid will deny it from them, but the game frames them as the same in a way that I don’t really think is fair.

Tino is a police officer. He’s a big, physically powerful man, who is currently famous because he put an end to a group of serial bank robbers who had been plaguing Chicago in the middle of a heist. Tino loves the attention and prestige that his fifteen minutes have brought him but he also knows that he rear ended the robbers’ car entirely by accident and that he’s embellished his report of how dangerously armed they were. He knows he’s an inept fool, and we see him act out in an attempt to capture a new glory to maintain his gravy train, all while maintaining a condescending façade. He behaves cruelly in both petty and serious ways. He ended a prior romantic relationship with Lori out of fear that her bad reputation for stupidity and promiscuity would mar his own image, but he also openly brags about abusing his power as a police officer, threatens people, and twice tries to pin his own crimes and irresponsibilities off on the nearest black man, seemingly just because he’s there and at one point nearly at the cost of John’s life. Tino is a man who at every turn displays nastiness and inhumanity in a desperate bid to keep up the false respect he knows he doesn’t even really have – even before he start s revealing himself to be a shit heel, almost everybody is making fun of him behind his back and he knows this.

Meanwhile Lori, who I’ve mentioned is a thinly veiled analogue for Paris Hilton, already has fame. What she wants is respect. She has that scandalous mid-00s socialite reputation and hates the way it’s limited who she is, who she can be defined as. She’s made several attempts to fix her image but they’ve all been ill-advised publicity stunts and they’ve all backfired. The plot of this game actually seems like it’s going to work out for her, culminating in the discovery of a hitherto unknown piece of writing from Abraham Lincoln, perhaps the last thing he ever wrote, and largely made possible by her interest, effort, and resources. This is ruined, of course, when she figures she can get even MORE attention and respect if she murders Nancy in the mine and acts like she made the discovery herself, painting Nancy as a fool who she couldn’t save rather than the person who really did all the work. This is her final parallel to Tino, where both characters refuse to be satisfied with what they could have and instead overreach, ruining everything in the process, but it’s not that simple is it?

Lori is a rich piece of shit, absolutely, hate her fuckin guts, one of the first to the guillotine etc etc we all know where I’m at vis a vis the uber-rich and that includes children of shipping magnates. HOWEVER, I think we all know that her position in society is extremely different from Tino’s. She could do anything and it wouldn’t help; young women who don’t conform to social expectations for what a demure role model should be are torn apart by the media, and this was especially true in 2005. Tino’s a fucking hero cop, the media fall all over themselves to valorize them every day, even when they are openly evil, which they are all the time. The social circumstances that create people like Lori and people like Tino are completely different, and their motivations for behaving the way they do are completely different. I definitely think that being rich overrides being a young woman in a lot of ways and it certainly doesn’t excuse being a murderer, but to equivocate these people seems…seems weird. Seems wrong to me. Feels like we’re almost bordering on this game is doing a “nancy drew is good because she likes books, lori is bad because she likes partying” kind of thing.

And then of course neither of these people are even reported for their crimes, Lori basically just gets her allowance cut off and Tino suffers literally no consequences for any of her actions! Happy ending! What the fuck!
DESPITE THIS BAFFLING DECISION TO LET TWO ATTEMPTED MURDERERS JUST GET AWAY WITH IT and the otherwise murky politics of its villains, I do think this game is simply a boatload of fun and I would strongly recommend it as a great one of these if you were looking for one that’s just like, A Good Solid Nancy Drew Cyber Mystery. Sometimes you’re just on a train, solving a puzzle, y’know? Sometimes that’s just a good time. It’s fine!

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