2143 Reviews liked by Hresvelg


All games are products of their time, even ones which "bucked trends" or "were ahead of their time" are only so in comparison with their contemporaries. RE5 is interesting historically because it definitely screams 7th gen : the color grading pejoratively described as the "piss filter" of brown environments assaulted with bloom, the co-op multiplayer focus of the days where such things were starting to become mainstream in the console market, the mowing down of hundreds of racist caricatures by a buff white guy, the fact that Albert Wesker's tailor discovered normal maps and is really excited to absolutely plaster them on his jacket etc.

Its hard to avoid noticing the main two things which jump at you when playing re5, namely that its RE4 but not as good and more racist. Asset reuse is fine, honestly, even mechanics recycled from re4 arent unwelcome but its the rehashing of re4 set pieces whilst doing them worse that lets re5 down. Similarly, the ingenious inventory management mechanic of the RE4 attache case : equal parts survival horror resource management and tetris space allocation is replaced by a dull 3×3 grid whose ultimate depth involves exchanging shit to your ai partner to reload a weapon before exchanging it right back.

The multiplayer aspect makes re5 have kind of an absurd difficulty curve based on your luck in finding partners. Some sections with the Ai partner were a bit patience testing, given their passive nature and limited commands, but then Id get randomly paired up with a god on their fifth playthrough who'd hand me 300 bullets for the machine gun and absolutely tear mfers up with endgame weapons. Very funny to me as well, how certain doors and weights and stuff require the cooperation of chris and sheva because of course its too heavy for a guy whos built like a brick shithouse, he needs help from a small framed spinning instructor to move it.

That being said, its got its bright moments and thankfully the multiplayer aspect made the use of QTEs for custcenes impossible so it does have that over RE4. In all honesty, its not an AWFUL game gameplay wise. There are a few levels which are quite striking visually, namely the temple areas and the faster arcadey nature of it all makes it not better but different to the pace of RE4. The implementation of a cover system and gun wielding zombies is as stupid and unwelcome as you'd expect, and the smoking gun for me that the island in RE4 is not only the worst part of that game but an incredibly ill omen of things to come for the franchise.

I suppose I should mention the elephant in the room : the game is set in "Africa". Not very specific where in Africa except the locals speak French so theres about 20 countries that could apply to. The spectre of the war on terror looms large as the intro depicts an american leading a counter terrorism operation and soon we see Akihiko from Persona 3 doing an arab accent get executed by frenzied locals riled up by a preacher. And sure, like in re4 the reason for it all is a parasitic infestation but the visual language of the game borrows a lot from contemporary wars that its hard to miss. There are heroic black characters like Sheva and her captain buddy but they seem there more as a pre emptive defense at criticism.
Admittedly, considering the state of AAA games at the time, RE5 is not THAT much more racist that the other shooters about doing imperialism in thr global south; that is until you get to the chapter where the enemies are all black people wearing loincloths and chucking spears at you. And im sorry but zombie or no zombie, that sequence made me surprised to find out that Rudyard Kipling's ghost didnt have a writing credit in the game.

Smarter and more personally invested people than me have already talked about this aspect so I won't go much deeper into it except to say that its an odd obsession with studios who thrive on schlock and silliness to try to delve into more serious or thorny subjects that they are not equipped to handle.

Fantastic and really clever! I can't imagine the work that had to be done to get this to function and all the original stuff, but it was done very well. I just wish there was more and also that it ran a bit better.

Sea of Stars is absolutely captivating with it's charming sprites, older RPG attitude, and reminiscence tunes of the past yesteryear. It almost feels like the game is constantly shouting out to you that the '90s RPGs are back and they are better than ever. Not in a tone that feels like they didn't learn the lessons of the past decade, but to bring back all the good while retaining newer wisdom of the current gaming industry. It's a mixture attitude that really makes Sea of Stars shine, and give leeway to some of it's rather mild story telling and combat features that would otherwise plague it.

Not to say that Sea of Stars is just a pretty face, but it really does make an impression that ultimately sticks around too long. By the half way point of the game, you kinda seen all you need to see with the game's combat, and there really isn't much new in terms of interacting in battle. Mind the fact that, at least, the majority of attacks and specials feel useful or can be used in a way that doesn't waste the slot, but if you were expecting more innovative learning mechanics (akin to Mario and Luigi) or a cavalcade of spells (like Final Fantasy) this game's combat may start to bore you.

Aside from that, I do think the run time for this game is both slightly too long and slightly too short. With the way the game works in a certain twist I feel either the game should have had more in the back end or speed up the pacing in the 1st half. The characters and dialogue for this game are also toned weird with a lot of the side characters acting more personal-able than the main leds, and giving the two main characters too much personality to just be self insert protagonists while also being too stiff. It really isn't so much they are bad, but rather it feels like these protags were picked out in the '90s, and were unaltered compared to the rest of cast. Top that off with some oddball moments of the game feeling like it has more to say without really saying it, and sometimes Sea of Stars can really make you feel like it's a little raw in some parts.

Mind everyone that Sea of Stars is still an absolutely amazing game to look at with a lot of heart that shows throughout any playthrough. It may be a little rough, a little long, and a little boring, but I really don't see that deterring anyone from enjoying their time with it. The game has proper stakes, a good story to invest in, and music to bop too; it sits quite well with some of the RPGs that inspired it, and will probably be inspiration to newcomers alike.

Oh yeah, Yakuza 4 time!

After finishing Yakuza 3, the game considered 'the bad one' and having a decent time with it, I was excited for the rest of the series going forward. This one also looked interesting, because Kiryu was sharing the spotlight with 3 other guys this time round. Stories that take place from multiple perspectives are my jam personally, so I was looking forward to this.

Part 1: Akiyama rules

So the game starts with Akiyama, and holy shit this starts great. He's charming, he's suave, he's smart. His kicking based fighting style and jazzy soundtrack reminded me heavily of Sanji from One Piece, so it was great to play a game like that without it going 'uhm acktually there are women here you can't play this guy' every five minutes. His thing is lending money to people who interest him, so most of the side content revolves around that, with nearly all of them being great, stuff like the apprentice and the money bath quest especially. Not to mention his plot of tracking down a lady while investigating a murder and getting tangled in the larger plot. It starts and end great while leaving off on a great tale for the next guy. Not a thing I'd change about the plot here. 10/10. Hopefully the next guy is even half as strong

Part 2: Saejima drools

So then the player moves onto Saejima, Majima's old partner. Okay, this seems cool. Starts off in prison with Hamazaki from the previous game, while intrigue of private prisons and corrupt cops runs abound. Narrative seems cool seeing as this guy killed 18 dudes (right?), let's see how the first combat encounter goes oh my god it sucks it sucks so hard who designed this.

Saejima's gameplay revolves around charging attacks. Not my favorite if we're being honest, seeing as Yakuza games are at their best when it's one guy against an army like a classic martial arts movie. So having Saejima just be like 'okay gimme a sec' for most of his stronger moves didn't feel right to me, especially with the prison escape sequence he does feeling awkward with a terrible boss fight. I mean three terrible boss fights. I mean the same terrible boss fight done three times. But then you get to Okinawa, experience possibly the worst scene in the game, do a decent boss fight, and leave for Kamarocho, and get to do funny side activities from the perspective of a guy who hasn't seen in city in 25 years, kinda like Kiryu in the first game and oh no wait the city is on lockdown, you have to fuck around in the sewers, and then do one boss fight in a cage match(this scene is actually good tho) and then almost directly move on to another boss fight (also pretty good) afterwards, and that's basically Saejima. Some neat writing, why does the gameplay suck so much. 3/10. Hopefully the next guy is decent.

Part 3: Tanimura is decent

Next up is Tanimura, a rookie cop who notices something's up within the force, and is on his way to figure it out. I like his story, it's mostly around the man who killed his father, while also delving into the plight of immigrants in Japanese society. I liked the twists here, and his side content is also great. It mostly seems to focus on larger chains such as him figuring out the truth about his father, as well as the training missions tying into a mystery about tracking down a killer, it's all great stuff. His combat is also pretty good, being more focused on parries and restraints, fitting for a police officer. Thing is, his chapter 4 boss dies, but he finds a traitor in the force, which'll be his great conclusion and entertaining boss fight. (foreshadowing is a narrative device yadda yadda yadda) 8/10

Part 4: Kiryu is also here

Kiryu is once again dragged into the scheme practically wearing a shirt saying 'SERIES CONTINUITY' on it. He shows a lot of personal growth here, choosing to opt for peace and forgiveness when a villain from the previous games calls for his aid, and he's back in Kamarocho before you know it. His plot is pretty much the connecting tissue that unites the Yakuza 4 (get it?) before the finale. It's where the emotional gut punches start, and all of it is classic Yakuza goodness. But it's also where the flaws in the plot start. The less said about rubber bullets the better, and the plot has a lot of 'this guy betrayed that guy BUT THEN he got betrayed by the other guy working for that guy' to the point you'll probably need a flowchart or something to keep up with who's betraying who. But anyway, the pieces are all moving, the villains are making their play, and it's time for the explosive finale.

Part 5: Who designed this finale

With all four together, it's time to hit up the tower and conclude things. This game ditches the gauntlet of goons you face on your way to the boss, but that's fine, as long as the finale is good.

Akiyama fights the guy from Tanimura's plot. Okay, bit odd, but Akiyama didn't really leave anyone to fight in his own plot, so it's whatever. Fight's fun and satisfying, thumbs up.

Saejima's fight is also pretty good (read: easy to cheese) against a person he has emotional connection to who you honestly feel kind of bad for. It's a decent fight.

Kiryu and Tanimura is awful

Kiryu's is your standard shirtless tower brawl, only made to be as annoying and unfun as possible. He has constant armour so you can barely do anything to him, blocks and dodges constantly, and has a move that I swear just makes shit phase through him which he also uses constantly. You can't even land a light combo on him before he goes 'nuh-uh' and pummels you into the dirt.

But Tanimura's fight, HOLY FUCK. Straight up, everyone involved with making this fight should be blacklisted from the industry. It's one thing to gave the main boss be a guy with a gun who takes cheap shots at you from a distance. It's another to give him bodyguards. It's another to give him a bodyguard count in the double digits who proceed to combo you constantly. But finally, they block and dodge constantly so you can't get a decent hit in, and even when you do that's when the gun comes back. Not the worst boss fight in Yakuza (Neo knockoff from 1 still takes that one) but still, dear god. Finale gets a 4/10, the story concludes nicely.

Overall, Yakuza is a game that's pretty consistently great, but the low points are among the lowest of any game I've played. averaging out my scores lands the game at a 6.6, but that feels too low, so it's like an 8. The vibes are good, it's (mostly) more Yakuza goodness, and I'm looking forward to 5

I am not alone in this empty blood ocean

Horror has been a beloved genre for millions of people for a century now and that can also be said with video games. A great horror game will make you think about it for a couple hours after you finish it, it will send you into a depressing vegetative state and i can't think of anything that has done something like that in recent time other than Iron Lung. You see, for years i have played so many horror games from many different titles and what i can learn from those experiences is that horror can really expose the fear that every person have. Fear of dark, fear of enclosed space, fear of deep sea, fear of loud noises, fear of blood, these are just an example that horror genre used often for so long. But there is one fear that i think most people couldn't stand or dealt with and that is the fear of the unknown.

Short but powerful, that is a sentence that i can describe Iron Lung. It set in an ocean of blood on an alien moon in the wake of the “Quiet Rapture," which is one of the scariest description for an apocalypse i've ever seen, an event which saw the disappearance of every lifeform in the universe with the exception of people living on autonomous space stations. After every known star and planet in the universe disappears, the last remnants of humanity send a prisoner, namely you as the player to the depth of this strange moon covered in a sea of ​​blood to explore what secrets may lie beneath its surface in a submarine. And you never know what is inside of the moon. The only thing you see is the inside of the small submarine you have welded together, and the low resolution images you can take of the inside.

The gameplay might be simple but it is what makes the game more intense and scarier which makes me more appreciate it. You navigate the ocean by adjusting your bearing, and forward velocity via a simple interface. You press the right button on your console to turn right, and the left button to turn left. You press the forward button to go forward, and the backward facing button to go backwards. It is simple, and slow. Your camera is controlled by a button at the back of your ship. To see where you are going you have to turn around and walk away from your controls. This means that, when you hear a thud outside your ship, there is a significant delay between the sound and your ability to take a photo of what made that noise. The photographs take a moment to develop and the delay makes me crazy, sick, feelings that i have not feel before with horror games because you are not alone in the craters of this impossibly alive, alien moon.

That aspect of Iron Lung is what keeps me still thinking and put me in state that i have never experience before in my life. A simple tension that comes from blindly navigating your sub, constantly looking at the map to try to figure out what you are to make sure you don’t crash your sub. It’s a finicky process, but focusing on the little things does a great job of lulling you into a rhythm and keeping you from bracing yourself for surprises. It keeps you busy with all the numbers and navigation controls that sometimes can messes you up. There are moments where you’re looking at the map and you feel like you shouldn’t be close to a wall, but for some reason, your motion sensor starts beeping at you. Do you have your calculations wrong, or could it be something else?

Even more so than most horror games, Iron Lung builds tension through exceptional sound design. Your ship is thick with the noise of the ocean, the thud of cave walls and the sound of blood (thick) moving around your ship. The sounds of the ocean around you range from mundane to worrying as you begin to suspect there are creatures out there that you have no way of seeing.

After i read the intro text states that there’s no time to train the prisoner on the operation of the sub before launch, i was certain that I was going to die. Whether it be from a lack of oxygen, or the crushing pressure, or some impossible thing in the blood water, didn’t actually matter. I knew I would die. Which meant the assumption of death, and horror, lurks around every corner. Every thud against the ship’s hull became colored by death. Every ruptured pneumatic pipe, a signal that my time was up. And of course the screen that showed you everything that you don't want to know about the moon.

Iron Lung is a game that evokes the end of a broken world, one defined by cruel systems which we built foolishly. Your investigation, and your focus, are cruel pantomimes of an attempt at a better future. It is an inevitable failure, and an execution. In most horror games, there's at least a hope that'll make it out alive and return to normalcy, but in Iron Lung there is no normalcy to return to.

FIRST OF ALL my "BUMPSLASH ACTION" game angeline era is getting a demo (not full release) on may 9th...go wishlist it!! I know you like weird action games!! you're on backloggd reading a Dragon View review!! we made a good one!! https://store.steampowered.com/app/2393920/Angeline_Era/

anyways,

proto-quest 64 map navigation (the game gives you these hand-drawn-esque maps that you use to navigate a pseudo 3d overworld), baroque music bangers, snappy sidescrollng dungeoning/gameplay, some lovely sprite and artwork... Certified Good Time. i did use fast forward for the overworlds though too big lol. also there's funny old dudes hiding all over the various maps. strange stuff like a guy trading armor upgrades for 50 apples (what is he doing)

Pretty easy to progress without a guide too, i got hard stuck only once

the game doesn't give maps, but i really loved the dungeons and how they use multi-floor grid-based layouts, but it plays out as a sidescroller. the action and how it has you weave forward and back to dodge stuff is fun. maybe i should play beatemups..but i just love the sword to much.

i like how freaky and hostile it felt walking into a way too hard part of the overworld.... platforming through the mountain areas. side-on platforming with some Z-depth movement is pretty fun.

the damage /exp curves in ths feel pretty Ys-y. It's not really my personal favorite choice but it more or less works

first time i actually finished after starting and restarting over and over for probably over a decade at this point. the goat the bible the blueprint ect. the greatest advancement in the phenomenology of video games as far as My Specific Tastes are concerned. wall kicks will definitely work

This review contains spoilers

It might be pretentious of me to call Rebirth the perfect game. Keyword, might.

But uhhh, it's time for what the entirety of ZeusDeeGoose has been building up to. From shitposts to seemingly endless reviews, here is the review to end all reviews. The K.O. punch, the Industry Baby, here IS…


The Binding of Isaac Rebirth is my favorite game of all time. Bar none. I’ve always pushed the game as amazing, but never really put pen to paper on why it’s so incredible. I’ve known about Rebirth since around 2015, where it was finally put on the 3DS eShop. It looked so... interesting. The cover art had captured my attention like no other. The crying child, the monsters, the... tentacles? It perplexed me in no way any other game has done before, but it was love at first sight. So I immediately clicked on it. I wanted to experience what this game had to offer, and I was ready to buy a New 3DS just to experience it. Before getting cock-blocked by the parental controls, but whatever. 8 years later, New 3DS in tow, nearing the end of the 3DS eShop as a whole (rest in peace), I played Rebirth on the good old New 3DS, and I really did like it, and then I rebought the game (alongside the original), and all of the DLC for both versions, and I was almost instantly hooked for a year straight. Needless to say, I love The Binding of Isaac as a whole. If you know me, I’ve praised The Binding of Isaac to kingdom come, using it as a point of reference for the bar of quality most games should strive for, especially indie games. Any person I meet? Play The Binding of Isaac. Any game recommendations? The Binding of Isaac. I was talking to a security guard at Washington DC, and asked him if he had played any games, and he said he plays Battlefield, and I roughly responded with “PLAY THE BINDING OF ISAAC!”, taking hyper fixations to the next level. And, of course, on that trip I brought my New 3DS to Washington DC, JUST to play The Binding of Isaac, although I dabbled in Mario Kart 7 with some friends. Any time we were on the bus, I’d pop open my 3DS just to play it. I’m pretty sure my friends got tired of the buh-duh... duh-duh-duh-duhduhduh each time I started a new run, but we all enjoyed the trip. I almost beat the entire game on that trip, but unfortunately couldn’t kill Mega Satan in time. Awwwww. But on the night I got home I killed him. It was 3AM in the morning, but I fucking did it.

But, enough about the DC trip, what about the game itself? If you’re not familiar with Rebirth or the original, fear not, as coming into Isaac Rebirth, I had no idea what roguelikes even played like, other than the fact that they were randomized, but also featured permanent death. It was a bit… overwhelming to me? Losing all of my progress didn't seem all that fun to me, as I had played Minecraft previously and found its dropping inventory to be discouraging, and thought Isaac Rebirth would be the same. But, needless to say, my opinion changed pretty quickly on Rebirth, and roguelikes as a whole. Some of my favorite video games are roguelikes, but without my prior exposure to Rebirth, I don't think I would've been as receptive to the genre. And why is that, you may ask? I’m going to explain almost everything that makes the game a masterpiece of a roguelike like no other (sorry, Rogue), DLC by DLC, in-depth, zeusdeegoose style! I’ll also be covering the smaller games in the series, like the original, and the spinoff, The Legend of Bum-bo. I’ve never played Four Souls before, so that’ll be excluded from this short series.

The order will be as follows: Rebirth, Afterbirth, Afterbirth Plus, The Legend of Bum-bo, 2011, Wrath of the Lamb, and finally, Repentance.

The order may seem off to some, considering how Repentance is last in line, but it’s for good reason, trust me. You geese will be eating well tonight! (i'm so sorry)

I’m also spoiling the game rotten, because if you haven’t played the game yet, I strongly suggest going in completely and utterly blind. That’s how I did it, and I feel like having a wiki beside me would’ve ruined a lot of the fun. That’s what I do when going into almost any roguelike, but it matters most here since that’s a majority of the game; discovery. Discovering what each item does, all of the synergies it has, and the context in between each item. It’s a fun process that adds a lot of mystery and suspense to even the littlest of item pickups, and I cannot help but feel it’s too easily lost for newer players. EID is cool and all, but I think I’d recommend saving it, at least until the post-game. It’s your game, and the only stipulation for mods is lacking achievements until you kill Mom, but I still think the game is better experienced without EID for the first time, as finding what each item does is satisfying in it of itself. But if you do use EID, I won’t stop you from enjoying the game as you please. But, with all of that being said, it’s time to explore the Basement, and find the treasure trove that is this review! This is my full, 100%, complete review of The Binding of Isaac Rebirth! Presented proudly by ZeusDeeGoose (& co.).

Content warning for The Binding of Isaac's story contents: Brief mentions of Suicide and Self-harm, Heavy references towards Abuse and Religious discussion


I usually never cover the stories of games in any of my reviews, and usually it’s because they don’t have any impact on the overall score. Not to say that I don’t care for them, but The Binding of Isaac perfectly intertwines gameplay and story, like no other game I’ve seen. It’s like FNAF if it actually had good storytelling!!! Half kidding, but with that being said, like FNAF, The Binding of Isaac is a heavily disconnected narrative, open to various interpretations and ideas. Almost every item connects to the story in every way, and little hints are given throughout each subsequent run victory, and each unlock to paint a grim, yet realistic storyline, despite the less-than-realistic gameplay within the game itself. What I also enjoy about the storytelling is that each release of a major expansion added to the story in a meaningful way, but also stands on their own as cohesive stories. The later endings in some of the future DLCs are a little too blatant for my tastes, but we’ll get to that later.

If you’ve heard anything about The Binding of Isaac, you’ve absolutely heard about the story in some way, shape or form. Not only for how batshit it is initially, but how depressing it eventually gets. The gist of what the game tells you is that “isaac mom watch bible bwoadcasts on tv and went a little nuts thanks to a voice from above and wants to re-enact the binding of isaac but isaac jumps into a trapdoor”, but eventually transforms into “Isaac commits suicide by suffocating in a Chest because he simply couldn’t take it anymore. The End.” The reason why is because the initial story is from Isaac’s perspective, but as he slowly dies, he eventually has to face reality, and what happens after he dies, as he feels as if he’s a sinner. There is no “good ending”. Isaac will always die, no matter what. And that's what I really liked about it. Not every story needs a happy ending (and especially in a story that discusses child abuse and beliefs being used as a false justification for said abuse). But I don’t think that the point of the game’s story is that religion is necessarily bad. It’s that using religion as something to punish someone is immoral, nor should we shame those who chose to not partake in religion, and rather unfortunately, that fact is frequently ignored in our world. This game helped me be more comfortable about my own religious beliefs. As someone who has struggled over their religion as of recent, I felt so validated by Isaac’s struggles. Although I wouldn’t consider myself an atheist, I’m still struggling with who or what I believe in, or if I should even believe in any entity at all. Whilst the game never gives an answer as to if you should believe in religion, it did contribute to my thoughts of religion. I really like how Edmund McMillen never shies away from controversial topics, because I’ve never seen any game that covers religion in depth like The Binding of Isaac. The entire game’s environment reflects the grim nature of the game, not shying away from the disturbing and occasionally haunting themes of the entire game. Each area feels dishearteningly oppressive, with blood and other bodily fluids of all kinds being used to add to the environment. It’s a grotesque game, but remember that this is from the perspective of a 5 year old. That’s why the items are unidentified, being discoveries of a relatively young child in a world that’s too big for him. That’s why he believes that his mother is re-enacting the story of The Binding of Isaac, because he’s using his imagination to create false parallels between himself and the Bible. That’s why there’s a relatively low brow humor bar, spirals of shit and all. That’s why he fights himself. Due to a misunderstanding of religion, he hates what he sees in himself. Once again, as a kid who was exposed to religion constantly, I was always concerned about sinning, even the most mild sins. However, I would come to realize, that according to the Bible, your sins are forgiven easily. This is perspective that Isaac lacks; an intentional flaw in his character, and makes him fear himself. This entire misunderstanding leads to the death of him. That’s fucked up. Every element of the game, from the characters representing Isaac’s own thoughts about himself, to the items painting the picture of abuse and neglect. It’s a solid story overall, with unprecedented storytelling, with eye opening themes and a nearly flawless execution in storytelling, a story told like no other, and interpretations out the wazoo. Hell, I’ll contribute a theory right now; Range up items are often represented with more sexual items, representing libido. But as many people know, religion tends to disfavor sexual activity outside of marriage. And as the Range ups are among the worst items in the entire game, it represents this very fact. Or how the entirety of the game is a conflict of Isaac’s own personality, due to the billions of possible individual runs? BOOM, MatPat is shaking in his boots right now. Regardless, despite my several hundred hours, I'm not some lore master, I'm just here to shoot tears and have fun. I know someone who is, though! Listen, I would absolutely love to analyze the entirety of the game’s many items, hints, and even more, but that could be potentially hours of pure content, and I don’t have the time for that. I mean, this is a game, right? Of course the story couldn’t be THAT good, right? What matters more is the gameplay!

Content Warning over.

As I’ve said previously, The Binding of Isaac integrates story and gameplay almost perfectly. You traverse through randomly generated dungeons that slowly increase in difficulty, increasing in size and becoming harder as you descend down The Basement. Although the “game” is incredibly short, the threat of permanently losing all of your items looms over your head throughout the run. Each run is about 30 minutes long, meaning that dying and retrying isn’t so punishing when it happens. This one of those roguelikes that masters the “one more run” mentality that lots of roguelikes similarly embody. The game is forgiving, but If you fuck up one too many times, there’s no permanent progression loss. Each run helps contribute even the littlest of help to future runs, but more on that later down.

The controls of the game are incredibly simple, as you move with the Left Stick and shoot in 4 directions with the Right Stick (or buttons if you prefer), making the game very simple to pick up and play, and the controls themselves feel incredibly fluid and fun. As I had mentioned previously, the aesthetics of the game are incredibly strong, with the game sporting solid pixel art, supported with great visual effects, and profound sound design. The music is pretty catchy to me, and it immerses me into the run. I also like the “layers” of the tracks, which play whenever you’re locked into combat. Bosses get even more intense, with the foreboding sound effect before battle, as well as incredibly intense boss tracks. Crusade, Matricide, Ventricide, Infantcide, Ascension, I mean, jesus. Talk about a good soundtrack, guys! On your journey through The Basement, you’ll encounter items on the way down, which are what keep The Binding of Isaac so fresh and replayable. In Rebirth, there are about 300+ items to collect, all of which have different effects and abilities. Some items are triggered manually by the player, with the triggers, but a majority of items are passive, all of which give random effects and abilities. Even with the large amount of items, you’ll eventually see all of them, so what keeps the gameplay fresh and exciting for hours to come? THE SYNERGIES.

One of the defining aspect of The Binding of Isaac is it’s large focus on synergies. Almost every item has at least one notable synergy, all of which add to the replay value of the game. Not only does this ensure that the game has a consistent difficulty curve by making synergies easier to find than oxygen, but also adds a sense of individuality to each run. With the amount of items, unique interactions in between those items, and the individual room layouts, Rebirth almost feels endless to me, and this would only be improved in later releases, with more content in general. To see Isaac grow in each run, gaining a different sense of personality each run, to see him take on gods and monsters, even himself at times, makes Rebirth a joy to come back to each and every time I start a new run.

A common point of criticism with Rebirth is that it apparently takes “no skill” to win? Yeah, obviously. I find the “no skill” argument to be largely irrelevant, as yes, the game does have various items, some of which are a cut above the rest, but calling it “luck based” is a complete misunderstanding of the game’s design as a whole. In fact, I’d say Rebirth is TOO easy, but more on that later. And I can prove it, too. Not only is the ratio of bad, good, and great items extremely fair and consistent, not feeling too powerful nor weak in terms of strength, by avoiding red heart damage on a floor, they can guarantee a “deal”, primarily of which will be a Devil deal, housing some of the most powerful items within the game, in exchange for their own health. Deals are an incredibly consistent way of obtaining good items, but it requires YOU, yes, YOU, to man up and actually be good at the game. It’s Risk Vs Reward done at it’s finest; do you want that cool-ass Brimstone laser? Well, you’re going to have to survive with less HP than usual in order to keep it, and that’s just one example. If you don’t like losing your HP, you could risk getting collectively shunned by the entire community and go for deals with the Angel. These are deals which are completely free, but require you to skip taking any deals with the Devil, and they only have one item to choose from. A lot of people claim that Angel deals are unviable, but I think they’re kind of missing the point, as not risking your HP gets you the worse items. Personally, I do think Angels, while a neat idea, are still outclassed by Devil deals. But, I’m not starting another Angels VS Devils debate. Lord knows how many there’s been. But back to the main point, if you’re still struggling with the game, you can always try to unlock some new characters, many of which will benefit you compared to base Isaac, who starts with nothing until a certain point. By all accounts, the game is on your side. It’s just up to you to keep up with the game’s difficulty, which is already pretty low to begin with, but more on that later. Yes, I know I’m saying that a lot, but Rebirth is fucking huge, okay? Yes, the game is random. But you have to grab the randomness by the balls and use it to your advantage, whilst also not being too sloppy on your part to win. Like Spelunky, you have to experiment and actually think to win consistently. Victory is not guaranteed for your first couple of runs, but if you really dig deep and try everything, maybe pick up that item that you don’t know anything about, only then can you truly succeed.

But not only do you have to embrace the randomness of the game in order to win, but the game itself changes as you play, quite literally. Remember when I said that each run contributes to your future runs? Well, it’s time to talk about SECRETS. Secrets are the bread and butter of The Binding of Isaac, bestowing new stuff into almost any run. From items, to bosses, and even new floors. To go back to the story for a bit, your first end goal is to kill Mom. For your average player, this could take a fair amount of tries, as the player learns the game and adapts to the environment, combined with Mom being a pretty difficult boss for a newcomer. Mom can be quite unpredictable, with her constantly spawning enemies, while the infamous foot stomps easily catch you off guard. It serves as a skill check for the following part of the game; once you kill Mom for the first time, you get the fake-out ending, with Isaac defeating Mom, but she comes back soon after. One curious player may check out the menu and realize that there’s over 16 different endings. This starts quite possibly the longest gameplay arc of the game; The Womb. In this cursed crimson floor, you always take a full heart of damage (without The Wafer of course), and the enemies are much more dastardly than before, with a greater variety and number of them than previously, as well as less items being present than before. This shows off the progressive difficulty of the game, both in a hypothetical and literal sense, as several secrets are tied to difficulty, like the alternate floors for the first 3 floors, an increase in champions (harder versions of enemies, denoted with a specific color), and also an increase in “curses”, which are bestowed upon the current floor at random.

They try to force you to approach a floor differently, making it more difficult, to slightly mixed results. Most of these are just kind of annoying, including a no map mode, invisible HP mode, randomly teleporting to new rooms, darkness, and being unable to see items picked up. The only one that’s not annoying is the XL floors, which also skips an additional floor and gives you two item rooms. I think the main thing curses suffer from is that they lack Risk vs Reward. Take Spelunky for example, which have a similar mechanic dubbed “level feelings”. They do make the floor harder, but usually add some sort of benefit to counterbalance it. Take the darkness idea again. Yes, it makes the level darker, but you can collect fireflies for additional cash. This could easily work with Isaac, too. Putting out fires gives a higher chance for pickups, OR better quality of the pickups in general. Maybe a no Map floor gives less rooms, and a no HP floor gives more hearts. Darkness could give you an extra item, and a random teleport room has a chance of creating a new room entirely. There are so many ideas I have with curses, but it kind of sucks that they haven’t been touched at all since Rebirth’s release. As it stands, curses are an interesting idea, but they quickly become more irritating as time goes on. Not a dealbreaker by any means, but it’s a big nitpick that I have with Rebirth. On the note of nitpicks, I will also draw attention to the Challenges of the game. The in-game challenges, like curses, feel underdeveloped. Far too many of them give overpowered item combos, then ask you to simply survive. They never really feel “challenging” to the player; even Purist, which I can assume is intended to be the hardest challenge based on its underlining in the menu, is incredibly easy, even though it takes away all of the treasure rooms and shops. People who say Isaac is luck based are fuming at the mouth right now. Very little of these are even “challenging” in some way, really the only arguably difficult one is Suicide King, which has you shooting explosive tears which home back in on you, but that’s really it. And that bit about the Challenges somewhat applies to the game as a whole, as even though I believe the game forces you to get good at it, it snowballs in your favor far too easily. I may be biased with my several hundred hours of The Binding of Isaac across 4 different versions, but I’d figure I’d bring it up as it’s frequently mentioned when reflecting on Rebirth, especially now that we have Repentance. Even when your runs aren't absolutely broken, Rebirth will still be pretty easy to beat. Once again, a nitpick, one that doesn't really hold much relevance to me. I'm up for a challenge, and all that (peep my favorite games), but an easy game is usually fine to me. Aaaand, with all of that, I can say that Rebirth is essentially a perfect game (to me, at least). I'm serious, I only have 3 nitpicks with this game, all of which are pretty minor. A slightly annoying, but not detrimental game mechanic in runs, a harmless side mode that still has all of the great qualities of the main game, and a difficulty level, which doesn't really affect me. Sooooo... can I go back to talking about how good this game is?

After killing Mom’s Heart 11 times, you can access the Cathedral or Sheol, but if you’re really good at the game, avoiding Red Heart damage on Womb 2 at any kill count almost always guarantees you a deal with the Angel or Devil, which allows you to go to the Cathedral or Sheol respectively, allowing already experienced players to skip major chunks of the game. Is this a well thought out game or what? Really, what else is there to nitpick? In these areas, you have to fight either Isaac, or Satan, and do it 5 times to access each respective final chapter; The Chest or The Dark Room. However, while you’re in the process of killing all of these bosses over and over again, you may come across a hole in the wall when killing Mom. This giant room holds 4 free items, but you can walk out... if you dare. But... it can’t be that easy, right? I’ll take the best item, just to be caref- why is there boss music? This is the infamous Boss rush, an onslaught of 15 sets of 2 bosses each, and it can either be the best or worst thing ever. Boss Rush is fucking intense, even with a good run. While you have a lot of leeway, Boss Rush often leaves you scraping for more HP, doubly so if you’re playing as a character who depends on low HP. It’s a difficult, yet rewarding mode to blast through each run, with you needing to give it your all to win. Once again, RISK VS REWARD. I can’t stress this enough. Boss Rush is pretty fun, but once it’s finally over, you get another item and yet another secret to mark your victory.

The final floors of Rebirth, The Chest and The Dark Room are essentially a victory lap, with each individual chest giving you a different item for the final battle, between... Isaac but dead??? Or The Lamb. Each path sports wholly unique fights and enemy patterns, making it feel like both are different enough from each other. Dead Isaac is probably my least favorite of the two; the fight ends before it can really get good; hell, I’d even say Isaac is harder in some cases. But The Lamb is a fair bit better than its blue brethren. He has a larger amount of HP, and he actually throws out ipecac shots, which explode. And then, his head and body splits at 50% HP, with the head gaining a few more tricky attacks than before. And the music in each fight is fucking INTENSE. Ascension is my favorite track in the game, bar none. It’s so ridiculously epic, like holy shit. It really feels like you’re overcoming the great dread within you. There’s so much damn BASS. It truly feels like the final battle. The Fallen Angel is a little worse than Ascension, but I still like it. It just gets a little too repetitive for my liking, that’s all. But it still feels pretty awesome. I know I already gassed up the Rebirth soundtrack to kingdom come, but holy FUCK it’s genuinely incredible. It knows when to rock out, how to be somber, and how to convey Isaac’s thoughts. It’s great. Diptera Sonata always feels like you’re on the edge of what your next run may have, Sodden Hollow is really fucking groovy, Abyss feels just like the title, and Viscera... Well, disregarding that, THE CELLAR! That awesome rock tune will never fail to be an earworm. Crusade makes every single Dingle look like fucking Sans. And The Calm makes you reflect on your past floor, what to do, where to go next. I could go ON AND ON about how good this game is, you have no IDEA. And you thought we were done? HELL NO! Once you beat either Dead Isaac or The Lamb once, something... interesting happens.

The game ominously states that the Angels “are waiting”? Well, I think you all know what that means. It’s time to go back into the Basement for one last time! Give Satan the middle finger, and head into the arms of Christ? And what happens? Uhhhh... The angels aren’t doing anything. Walking into them doesn’t do anything. What about a bomb?

The famous last words of zeusdeegoose. Rest in Peace, 2023-2024

Bombing the Angel Statue initiates a boss battle with an Angel, which REALLY caught me off guard. But after defeating the Angel, you get... Key Piece 1? Okay, so then you have to get another Key Piece by bombing another Angel, and then make your way down to Chapter 6, for the final time. A massive golden door appears, and after collecting all 4 items in the room, feel free to head in. And then... for REAL this time... you can fight Mega Satan, god, I am tired. It’s not a bad fight; far from it, in fact. It kind of reminds me of shmup arcade games, in a way. It’s a massive arena, and Mega Satan is at the forefront of it all. He spawns hundreds of bullets, while you keep shooting him. And in his second phase, his skull appears (Terraria reference), spewing flames at you. But once his skull cracks ONCE AND FOR ALL, with potentially over a HUNDRED runs done by the player already, you think you’re done, right? Well, kind of. This is the end of all of Rebirth’s campaign, but 100%ing is a different story. You have 6 completion marks you have on each respective character, which are, as follows: Mom’s Heart, Boss Rush, Isaac, Satan, Dead Isaac, and The Lamb. And you need to do all of that on all 10 characters in Hard Mode, which predictably makes the game harder. So you can realistically expect to do that in 2-3 runs. I’d complain about the monotony of this, but like I said, Rebirth already encourages replayability to the fullest degree, so it’s actually really fun. Quickly, to save my fingers from carpal tunnel, the characters in Rebirth are solid, having their own strengths and weaknesses. Isaac is the basic bitch, Cain is lucky and does a little more damage, Maggy is the skill issue character, Judas is the glass cannon, Eve is the self-damaging character, ??? is the intentionally bad, but still fun character, Samson is the skill issue character, Lazarus is the skill issue character, Azazel is the best character in the game, and Eden is the genderfluid one (not a joke, btw, he is canonically genderfluid and is thus awesome as hell). Yes, the game could use a lot less characters based on self damage, and the characters are a LITTLE too similar to base Isaac for comfort, but everything else about them is fundamentally solid. So after doing all of that, which will probably take you a good week or so, boom. All unlocks for every character. Are you still done? Hell no! You still have to do all 20 challenges, a majority of which are free and are already probably done at this point, so yeah. Easy. And after ALL of that, are you still done? NO. You have to fill the Donation Machine all the way up to 999 coins, or you can use a glitch to do it. Are you STILL done? HELLLLLLLLLLL NO, GIRL. Do all of this miscellaneous bullshit, like playing the slot machine. Are you still done? Have you explored every nook and cranny for the Plat- NO YOU FUCKING BUFFOON. You have to touch every item, which isn’t too hard on it’s own, as you’ll probably do all of this during your trip to Platinum God. But... after all of that, you finally set down your controller (or keyboard, if you’re one of those people?) satisfyingly, knowing that one of the greatest games of all time has been officially 100%ed. You are a Platinum God, friend! Welcome to the club, drinks are in the fridge. But... you feel... odd. Your achievements say that there’s still roughly a dozen to go. Could there be something... you’re... missing?

WAIT. You remember how I talked about the game’s numerous secrets? Well, take that literally, because there's a secret SO complex, that it's nearly impossible to figure out on your own. In fact, it was so secret that it had to be datamined exactly 109 hours after Rebirth released. What’s the secret, you may ask? If Isaac dies in a Sacrifice Room with The Missing Poster, it will show a piece of a torn-off paper, revealing itself to be the next secret to the puzzle, that being Isaac’s Last Will (the death screen which states where you are and what you were killed by). If, in sequential order, Isaac gets killed by a Mulliboom in The Basement, Magdalene kills herself with her own bombs in The Caves, Judas is killed by Mom, and Azazel is killed by Satan, a new character is unlocked, which is the bane of my and many other Rebirth players’ existence. THE MOTHERFUCKING LOST. The Lost is by far one of the WORST characters in any roguelikes history, more specifically the REBIRTH incarnation and the Rebirth version ALONE. He only has 2 benefits. One; he starts with flight, which is always great, and he can get free deals with the Devil no matter what, which is always pretty cool. So what's the tradeoff? YOU HAVE NO FUCKING WAY TO PROTECT YOURSELF AGAINST ANY DAMAGE. NONE, NADA. Get hit once due to a bad dodge? Eat SHIT, go back all the way to the FUCKING BASEMENT, NERD. I mean, shit! Talk about punishing design, one that's not ultimately suited for this game. Sure, The Lost is an intentionally bad character, but ??? (the other “challenge” character), gave the player lenience when it came to their mistakes, but it also forced you to rethink your entire strategy. Devil Deals are much riskier with ??? as a result of your lack of red heart containers, and you have to take less damage in general as well if you want any chance of survival. The Lost feels like ramming your head into a wall until you see pretty stars and pass out. And yes, you could argue that The Lost can get Holy Mantle, or Dead Cat for an easier time. But that’s quite literally luck based, and isn’t fun. I got all of his marks in Rebirth ONCE on the 3DS. And quite frankly, I’m not interested in doing it ever again. The only silver lining is that you never need to play as him, unless you’re doing 100%, and you also don’t have to fight Mega Satan as him for 100% because he’s not a mark. But disregarding all of that, FUCK The Lost, and thank god for Afterbirth making him actually fun to play as. But this is Rebirth, so yeah. Fuck that guy. You have to do ALL of his marks in Hard Mode, but what do you get for all of your troubles? One of the best items in the game, GODHEAD. The TRUE mark of mastery. Although I think The Lost is a fundamentally flawed character, I won’t say that powering through and finally unlocking Godhead, alongside all of these other cool items isn’t satisfying. Now, after all of that, you can actually rest easy... until you check out Edmund’s Tumblr to find out there’s a new DLC get fucked LMFAOOOOOOOOOOOOOOOOOO

Disregarding The Lost and the like, I believe Isaac Rebirth is one of the greatest video games ever crafted, with very little flaws overall. I do have my gripes with it, of course, like any game, but at the end of the day, it’s still one of the greatest roguelikes to be released to date. Even games like Dead Cells and lots of non-traditional roguelikes have their roots within The Binding of Isaac. The Binding of Isaac has become less of a game, and more of a starting platform for aspiring creators and artists (including me, peep this). I could barely find a flaw in Rebirth's gameplay that isn't just a nitpick. It's a fundamentally sound game, with almost endless replayability. And did I even mention how fucking addictive Rebirth is? Seriously, even after 700 hours across numerous platforms in the span of a year, I still play Rebirth to this day. It's a game I'll probably never get tired of popping it in and starting a new descent into the Basement. And when I get my hands on the Switch release, oh man. But, what's next for Isaac? Well, what happens after Birth? A postpartum!

A birth in full bloom / Endless basement drenched in gore / Stuck in the nightmare...” - “A Rebirth” by zeusdeegoose, Written on 4/22/24

Welcome to next generation. Final Fantasy 7.

It's a game where one of the best journeys you can get and still is. A goofy one. A serious one. A sad one. A happy one.

A one big adventure that is.

I was expecting a overrated but fun game. But this game... This game managed to bring me the old lighthearted feelings back to me. I liked 4,5 and... first half of 6 but HOLY MOLY. Ff7 the Best one when it comes to the Journey yet for me.

To the point I even went as far as to get gold chocobo and take down Emerald weapon I was that committed to it (If you know you know).

When it comes to story, I wasn't expecting to get shocked because the spoilers everyone knows about. You know it. I know it. (Do not worry I am not gonna go into detail even if you don't know it)

But I was wrong. It shocked me it emotionally gripped me and kept me smiling with every conversation.

Story wise it's a bit messy to understand. But in it's core it's about two broken people. A person that wants revenge from the world and an another person that wants to take revenge from him. Sephiroth and Cloud. And just like that, both of them is the main characters of the story. Oh also, there is an another empire(it's called mega corp this time) to fight of course

But just like ff6, Empire are the Reason. But the Sephiroth is the Cause. And Cloud is the Solution.

And I loved that it's sticks to this to the end.

And side characters wise, they were fun. Are they the best side characters tho...? It's hard to say. There is a lot of good ones, Barret is awesome with a story of how a man can get angry to the point becoming a terrorist, Tifa and Aerith is awesome with their stories of coping with loss in their own way and seeing the romance blooming is just heartwarming, Cid is awesome with the story of a man can't let go of his past and turn into a rude as##ole but that's because how much he cares people around him even tho he sucks at showing it. There is also Turks, an opposite agent group that tries to takes us down but with every clash we slowly come to a respectable rivalry with them. There is Rufus, Big part of the Empire, even tho he is not much shown in the story, his sticking to his ambitions somehow manages to make him admirable(also I kinda wanted to see him more because of that even if he is a side character). There is also Cait Sith, he doesn't have a story arc like others but just for his clash with Barret and the argument of what is terrorism or not kinda made him good in my eyes.

There is also others... Vincent. Edgy word personified just like Shadow from ff6. Also Yuffie, same empty as Gau from ff6 but maybe with a little more personality. Shinra council members... Goofy but forgettable villains they are. Also Professor Hojo... The most despicable scientist there is... And couple more I forgot.

But when it comes to moments... This game really shines. Midgar plate event... The forgotten city... And the "Reunion". It's... Single-handedly enough to make this game better than all of my previous experiences. That's all I can say.

Unfortunately it's not perfect.

Because this game does not have a epilogue.

Why it's a flaw you ask? Because for me. The epilogue, the celebration, the aftermath is one of the most important things in a story and this game does not do that unlike every ff game I had played. It ends ambiguous. I can see why people like it but for me every ff's epilogue parts are best ways to cap a story down. But I guess it's never meant to be... ಠ⁠︵⁠ಠ

Gameplay wise it's the game I wanted ff4 to be. Classes but with customizable skills/materias. It's actually ff6's Relic system but expanded exponentially. You don't learn a strong magic and called it a day like ff6. You customize and select whatever skills you need. But you can't go overboard like ff6 because you are limited of what you can select. Then the real part kicks in. You strategize and prepare beforehand. Make some people healers, some of them physical attackers, some of them supporters, some of them magicians etc. I really enjoyed this part of it.

But for some reason class specific skills turned to something called "limit breaks" that is one shot hard hitting last defence kinda skills. While I understand that they want to make it not spammable skills like ff6 did(ehm sabin super combo attack ehm), it was kinda disappointing for me because they take too long to kick in and when they don't, character differences gets lost. I don't know why they did it tbh for example a dragoon joined on our party. But not being able to "jump" command freely kinda disappointed me.

It looks like ff5 gameplay is still is superior to all.

But one super duper nice thing is other team members still can level up with getting 1/2 exp from the main party unlike ff6, also at least there is no forced create teams part(I mean there is but it's not forced) like ff6 bc Fu#kin piece of sh#t grinding it gave me for the last dungeon still in my nightmares.

Also this game requires no grinding as long as you have the necessary skill/materia. You can rush the story without fighting once in the overworld. Heck yeah. Tho, most of the bosses have so little health, I kinda wish more balanced bosses so I didn't kill them in 3 minutes including the finale boss.

Also this game have minigames. How many you ask? A modern yakuza amount I would say and I am not frickin kidding. Be it timing minigames to even submarine or motor riding minigame in it to play. It's damn insane that HOW MANY minigames in this game that somehow works in the little puny ps1. It's insane.

Anyway that's all for the gameplay. I liked it but I would prefer highly nerfed but openly usable class skills rather than limit breaks next time. But really enjoyed the customizable skill/materia system so it's more on the plus side.

So yeah that's Final Fantasy 7. A wonderful game that if you still have your child in you, you will still enjoy it full percent. Think it like the goofy but heartful adventure you watched countless times in cartoons but still wish to see it again and again. This is what final fantasy about after all. A story of a friendship that borns from an adventure.

And no I don't recommend starting from remake. I haven't played it but what I heard is story is not the same.

a whirlwind of emotions encased by desolate beauty. not sure why this is a bit embarrassing to me, but new vegas was THE game that got me to appreciate games as much as i do today. new vegas is good, i love that game (probably, i havent played it since i was 15), but fallout 1 is very special to me. the rugged controls and graphics have aged well in its dilapidated world, making each interaction born out of genuine curiosity. piecing together solutions from scrounged bits of ammo or investigative conversations made the quests feel incredibly organic. not one bit of exploration is falsehood. you are truly lost in the wastes and must dig yourself out. new vegas is similar but fallout 1 has you tread across new california to seek guidance or stumble upon what you need. youre told "yea we need a new water chip, good luck," given a handful of supplies, and propelled into a hateful world of dust. the self-autonomy of saving a whole people, a whole community's world, is daunting yet so marvellously enticing. it's almost like youre 'the chosen one' (i know thats fo2's protag, but thats not what i mean here), given an insurmountable task to complete. yet what differs here is that you arent a godlike figure, youre just an average joe that knows nothing about this fucked up world, making each success so much more triumphant. standing over the corpses of raiders and irradiated horrors never felt so good.

granted, combat is obtusely brutal. "You miss. You miss. Raider hit you for 300 fuck-ass damage. FEEL THE PAIN. The scar looks kinda neat though!" if youre specialized less for combat, each encounter feels more like a roll of the dice. especially in the later game, when otherworldly horrors become common foes. it's a gambling addict's wet dream; trying over and over to finally hit it big and win a lootable corpse. not that it's wholly unfair, but at times you will be one shotted. it's unavoidable. lady luck fucking HATES you. but with the right equipment, maybe some companions, and perseverance, you can topple the mightiest of giants. "You hit for 12 damage. You miss. Raider critically misses and shoots themselves in the face for 800 damage!" the cartoonish violence is a dopamine farm. watching a raider liquefy into a puddle or a deathclaw get its head ripped clean off, you want to conquer more and more of this insufferable wasteland.

but nobody plays fallout 1 for the action. nobody, in their right mind, plays fallout for the action. i guess fallout 4 and 76 are the outliers, theyre more of a sandbox than anything. fallout 1 is a good story, one that i struggle to even explain to anybody. the writing is fantastic with funny as hell dialogue, amazing world building, and evil as fuck villains. throw in some sympathetic characters and investigative quests, and youve got a decent summation of a fallout game. yet, what i found most interesting about this games story wasnt the writing, but rather the gameplay that surrounded it. you constantly make treks and inquiries to secure the future of vault 13. what the main quest boils down to is just living through the world like any other survivor. you arent given priority or special treatment, youre a nobody to everybody you meet outside the vault. youve gotta muster up the courage to get any progress done. along the way, you get tidbits of dilemmas and philosophy. adytum's fascistic regulators, the hub's hellish economy, junktown's feud, necropolis' occupation by mutants, the followers of the apocalypse's existence, so much shit that just begs you to ponder. humanity is diverse in beliefs and cruelty. thats really what makes fallout, as a series, so interesting. it's not the world-building or rpg elements (which are really good), but more so the exploration of different beliefs and violence that humans are so good at conjuring. to see the extremes of every side of humanity, to quell or partake in them in a post-apocalypse, makes it so enticing. really that is just fiction in general, but fallouts american setting and premise hone in on real-world parallels, compelling me more to join on its experiment.

while being able to directly interact with the different philosophies, politics, and levels of violence found across the game, fallout 1 has a sort of disconnect to it. from what i remember with new vegas, you are very linked into whichever factions you support and whatnot. yet in this game, you can help all sorts of groups, commit terrible crimes for mob bosses, and yet you can move on. you're a middle man, a contract worker, helping with a very specific task but not a designated member of a group. while being able to join the brotherhood, youre free to leave and, basically, do whatever you want all because youre an outsider. fallout 1s dilemmas and quests feel more like windows into all sorts of walks of life than commitments. this isn't terrible, i just found it very interesting. this isnt also true to every decision. some acts will lock you into a position a group may hate you for, but most of the time you are a passerby. it feels like a road trip in a sense. you explore a dead america and experience its new frail life, allowing you to believe whatever you want to and feel however you want to. pretty much every conversation with a talking head npc and quest npc has the option to provoke violence! fuck getting to know people, i want blood. all the more to show how much of a jack-of-all-trades mediator you are. true to only you and your vault and nothing else. youre paid to do a job, and you leave because you have more pressing matters like saving the world.

and its all for not. a futile endeavor where youre gloriously praised and thanked. youve accumulated powerful equipment and skills, but you never could return to your old life. a fatalistic ending to shatter your pride and fill in the cracks with a bleak despair. ultimately, it was the impact you had on peoples lives, not the grand goals that vault 13's overseer bestowed upon you, that had any significance. seeing how your actions shaped the land, whether you brought prosperity or ruin, the stops you made on the way mattered more than the destination. revel in the fruits of good deeds, or wallow in crippling societal collapse.

you deserve rest. youre a hero to some and a cretin to others. but you must leave. never come back.

i love this game, cant you tell by the rambling?

Windjammers is an odd game, being something of a mix between fighting games and sports games. The combination may sound rough, but it works really well, surprisingly! The game has more to it than it seems at a glance.
There are twelve characters (Biaggi is my goat) as well as a hidden unlockable character, all of which have either more strength or more speed to varying degrees. The variation may seem imperceptible, but it actually really helps each character feel unique, even if their normal moves are the same. Every character also has unique specials. In addition, there's a wide variety of stages, each having their own unique scoring system, adding further variety.
In short, Windjammers is simple on the surface with a fair amount of depth for anyone willing to try to learn. The online is rather sparse, unfortunately, which may dissuade folks from picking it up, but even then its still a good game to pop in with a friend for a little while.

Back in September of 2023, I decided to replay both Banjo games to see how much I still liked them. It had been around 10 years since I had played Kazooie since then, and 4 years since I'd last played Tooie, so I was excited to dive into both games. Well, as it turns out, I loved replaying both so much I decided to replay them directly after. I very rarely do that, so I just knew I had to bump both games to a 10. Well, after my whole review purge, I decided to replay these once again and rereview them all over again. Only 7 months later after playing them both twice before, I'm a madman I know (haha you won't get this reference because those reviews are now deleted). Anyways, just like before...I had a blast replaying Kazooie and consider it one of the best N64 games ever.

The first thing I'll get into are the controls and Banjo-Kazooie's moveset in general. I honestly think this game controls masterfully, Banjo and Kazooie have such a varied move set that flows well with each of the levels. The talon trot is a must in every level as it let's you go through each area that much faster. With the c buttons, it's also really easy to remember how to perform it too. In fact, I haven't played the game on anything but the N64 itself, but idk how I'd feel about playing it on another controller just cuz I find the N64 controller fits it perfectly lol. Besides the talon trot, you also have a roll attack, rat-a-tat rap which is an aerial move, golden feathers which you can use to turn invincible as long as you have them, red feathers which you can use to fly (and the flight in this game is more satisfying than Mario 64), the beak bomb which is an attack you can use while flying and more. All of this you unlock gradually while playing and is all used plenty through-out the game. You also have two power-ups that let you either traverse unsafe ground (wading boots) and the speedy shoes which, as the name implies, let's you go fast. Even the swimming in this game is pretty nice once you know how to use it. I've seen some people say it's awful because it's so clunky. Which, if you're not holding the R button then yeah totally, but if you are it's very nice and smooth as you have a breast-stroke and a paddle you can perform depending on what you need.

The game itself is incredibly charming, both aesthetically and comically. The world's all look lovely and is just full of that N64 Rare ware charm. When playing through a world, you would be hard pressed to not see a pair of googily eyes on an enemy or even the items (when the item explanation first pops up) and for how lighthearted this game is, it very much fits. That's not to say the dialogue is all light-hearted. It's not as dark as Tooie obviously but they still put in a couple of dirty jokes hear and there. The dialogue itself, while not nearly as funny as Tooie imo, its witty enough especially Gruntilda's dialogue.

Going into Gruntilda and her lair in general, both are fantastic. The lair is a tightly designed hub world that is super memorable, not just because of it being compact in size and easy to traverse, but because the whole way through Grunty insults you and eggs you on. Kazooie has way less dialogue than Tooie, and Grunty herself I find more menacing in that game, but when it comes to her insulting rhymes...they're easily the most memorable pieces of dialogue in the game. Even on this most recent playthrough, I was still hearing rhymes I've never heard before. Really makes me wonder just how many there are in total lol.

When it comes to the worlds themselves, they are excellent tightly designed levels just like Grunty's lair was. Mumbo's Mountain is the worst one imo, and that's just because of how small it is...which makes a ton of sense because it's the first world. All the rest are very enjoyable, with some of my favorites being Freezezey Peak, Clanker's Cavern and Click Clock Wood. Now you might be saying to yourselves, Clankers Cavern? Yeah, idk why but it might've been my favorite world this time around. I honestly don't have an issue with the swimming portions, I love the track that plays in it and the dank grimey atmosphere I find wonderful (which makes sense because I love Tooie and it has a lot of that). It feels like one of the more unique world settings next to Rusty Bucket Bay. Speaking of Rusty Bucket Bay, it has the infamous engine room area and yeah that's still my least favorite part pf the game. It's not TOO bad if you do that part right away, but I still died like 5 times this playthrough. I also died to Click Clock Wood very stupidly, those two levels even now can still get me as they're easily the two hardest in the game. Going back to the engine room tho, the reason it's so hated is because it's the only world with an instant death pit. In the N64 version, instant death means you lose all your notes as the game tracks a total note score in this version rather than keeping your notes when you die like in the Xbox version. This is also a small gripe I have, but only in these last two levels because I pretty much never die in any of the earlier ones.

The music in this game was done by Grant Kirkhope and he's absolutely legendary. He has a very distinct bouncy style to his music and it absolutely fits here with how goofy this game is. My favorite tracks in the game would have to be Rusty Bucket Bay, Spiral Mountain, Clanker's Cavern, and The Final Battle. The entire soundtrack is wonderfully though, and I especially love Grant's use of dynamic music. His work on Banjo Kazooie and Tooie, and DK64 show he's a big fan of it and it's perfect in these types of games.

Once you beat every single world, and have obtained enough notes and jiggies to progress, you enter Grunty's Furnace Fun. This is basically a giant quiz show that puts your knowledge to the test. It's very goofy and fitting for the type of game Banjo Kazooie is. The questions consist of listening to the voice of a character or song of a level and guessing who/what it is, random trivia, playing a mini-game from the main levels or a Grunty question. The grunty questions consist of trivia about Grunty herself that you must know to answer. To find these out in-game, you must hunt down her sister Brentilda, who is hidden in specific areas of the lair. You might think, meh I'll just look the answers to these online. But they're randomized per playthrough so you simply cannot do that. Luckily, with the joker card which let's you skip 2 spaces on the board, you can bypass these if you weren't able to find Brentilda. Same with the instant death skull spaces which are usually just a basic trivia question, but still are very nerve-wracking. After you get to the end of the board, you get a hilarious joke where Grunty makes her escape by forcing credits on you. After that though, it's actually time to fight her.

Before you fight Grunty, depending on how many collectables you have gotten, you can unlock consumable refills and even double health. Once you've gotten what you need, it's time fight Gruntilda herself. The final battle may honestly be in my top 20 fights ever, it's super good. It tests you on many of your moves you've learned through out the game and it has a killer boss theme to boot (as you know with my favorite songs portion). The end of it is super satisfying too, with the Jinjonator being summoned to defeat her. If there's any one thing I love more than Tooie, it's this final boss and cutscene. The Hag-1 is a fine enough final boss for that game, but it pales in comparison to Kazooie's final fight.

All in all, I'm glad I replayed this once again as it's still amazing and still one of my favorite games ever. Back in September, I stated I might love Tooie even more for the things it improved on and its expanded worlds, and yeah I probably do in the end. However, Kazooie has its own strengths , some even over Tooie's and it's still a must play as an N64 fan. Next up though is Tooie, and I simply cannot wait to replay it so look forward to that review coming soon!!

Originally this was the only game in the series I had played and I was very excited to come back to it having played the first two. Having finished it again it builds off of everything fun about Just Cause 2 and makes it better. My favourite of the series and I don't see it changing.

First off the story, shock horror Rico is thrown into a politically unstable country and has to kill the dictator. However Just Cause 3 makes its main story much more interesting than the previous two. The Mediterranean island of Medici is where Rico was raised, coming back to it for the first time in years to kill the ruthless dictator General DiRaviello. This is my favourite version of Rico by far as he isn't just a one note action star that only speaks in one liners, he actually has relationships with the side characters and seems to care about who he is fighting against. Once again both Rico and Sheldon have been recast, I'm not sure as to why this is but the actor does a good job to not make Rico as one note as the previous games. DiRaviello is by far the best antagonist as he appears frequently enough so you don't forget about him. The small cast of side characters make for good interactions in cutscenes and it is nice to have meaningful characters other than Sheldon.

The gameplay is the best part of this. This game is a blast to playthrough. Everything great about 2 is here with updated fluidity and fixed the janky controls. Thankfully instead of the chaos system which Just Cause 2 had where you had to get a certain amount of chaos points before the next main mission unlocked, Just Cause 3 uses a liberation system where certain missions are locked until you have liberated enough provinces on the island. This is a way better alternative as it is just the dumb fun that this game is best known for. Rico can zip across power plants blowing up everything in his path and its the most entertaining part of the game. The gun combat is a little bit tricky to get the hang of as there isnt really a lock on feature and most enemies are armoured so it takes a while to kill them.

Visually the islands of Medici are stunning to look at. A lot of inspiration from Italian style architecture can be seen primarily in the villages. A couple decent tracks on the soundtrack but nothing I would seek out. Im very surprised for a 9 year old game that I experienced no frame drop even when loads of things were exploding around me.

There are a few things that I think bring this down a bit. I think that Rico is far too weak in this game. They switched up the health system where Rico no longer needs medkits to heal and will heal automatically and I suppose to balance this they made his health a bit lower. However pair this with the bullet hells that are clearing out bases and you will find yourself dying quite a lot. I also found a lot of loading screens that took especially long which kills the pace a bit, especially after dying. Ill put this more down to its age than anything else. Ironically there is a bit less fluidity in the animations, mainly when skydiving, I suppose this is to make grappling in mid air easier but its a shame when Just Cause 2 had very fluid animations for an older game.

Just Cause 3 is the perfect amount of dumb fun mixed with a fairly interesting story. If you want to play a Just Cause game but don't want to play the whole series, just play this one. You get everything good about the last game, without any of the bad the next game adds. Solid recommendation

you don't need to be a bethesda game (although there is definitely a way to beat them at their own game if you are brave)

you don't need to be new vegas again (even though it is obvious that's what you are trying to be)

you just have to be SOMETHING

why are you so reluctant to be anything at all

you are the lorax movie on repeat for thirty hours, followed by a smarmy grin and a "i hope that gave you a lot to think about"

for how much this game goes violently haywire and coughs up blood the entire time there's actually a tragic amount of good stuff here.

to get it out of the way this game is just so decomposed beyond a functional state of like. working. the presentation is just absolutely horrible. the juxtaposition between concept/box art and the actual game is ridiculous. this game begs you to take it seriously which is absolutely impossible to do given the state of its animation. quite a few of the plot twists are frivolous, with at least one being so useless and extraneous that it's shocking to me it was left in. the pacing is both breakneck and overlong as a result of the cheap development. they could not afford to make even half of the scenes needed to tell this narrative properly, and for the ones they could afford, they wrung out every drop of time they could get. there are plot devices introduced to the series that are very stupid. they did not need to be here. perhaps most unfortunately out of all the characters that are brought back for this game half of them are so pathetically misused that i'm honestly just disappointed uchikoshi bothered at all. it feels like their personalities are altered arbitrarily to lend scenes conflict which is just pathetic. how are you strapped for conflict in a death game.

and yet for all this game crashes and burns i can't help but be awestruck by some of the stuff the game does successfully get away with. scores of funyarinpa worth of ink has been spilled about the way the narrative is presented but i think it is unilaterally great. experiencing a story in a seemingly random order not only gives a disorienting effect analogous to the characters' experiences but also creates one of the only legitimately fun mysteries to put together out of all of uchikoshi's catalog. the masked child is pretty great (and not just because we can't see any shoddy facial animations). to be honest, i actually quite like this game's original cast with the exception of mira. uchikoshi isn't especially gifted at character writing but there was something about most of the cast that felt so much more human and desperate this time around.

the death games finally unshackle themselves from being about picking a group to go through a door with or doing repeated basic game theory exercises to being a much more freeform set of fucked up decisions. they're bountiful set pieces especially in the bizarro zero escape world and it creates an environment from the start where it's impossible to know what's coming next. also, the final stretch of the game kinda just rules.

uchikoshi's most masterful trick however is that instead of being an elucidating perspective of a victim of one of these death games, the voyeuristic view the player gets of this often meaningless cacophony of decisions and causality that make up this game elucidates a different perspective altogether. the sense of apathy and desensitization to all the stupid decisions that go into this narrative evokes the perspective of the characters who have peered into the web of causality and lost touch with the people and world around them. zero time dilemma makes you that person.

it lays bare that in the grand scheme of the messy chain of events that make up all possible realities, we are sometimes victims at the hands of fate, we are sometimes violent opportunists, we are sometimes even decomposed by the grandiosity of it all.

but most of the time, we just trudge along, unaware of our surroundings. we're small, we're weak. we're a dog that follows its training, blissfully unaware of any danger. we're an unhinged idiot who can only safeguard against the unknown with violence. we're a child who is incapable of understanding the self, much less death.

we're a snail, inching forward just a little bit at a time and obliviously causing ripples in the world around us.