200 reviews liked by Hucklebro


THE DEVIL MAY CRY FRANCHISE IS A PSY-OP INTENDED TO DESTROY YAOI
BY MAKING TWO CHARACTERS NAMED DANTE AND VERGIL AND HAVING THEM BE BROTHERS, THEY HAVE OBFUSCATED THE FACT THAT THE DIVINE COMEDY VERSIONS OF DANTE AND VIRGIL (WHO AREN’T BROTHERS) HAVE THE POTENTIAL FOR THE GREATEST YAOI TO EVER EXIST
EVERY COPY OF THIS GAME BOUGHT IS LIKE TWENTY YAOI LIBRARY OF ALEXANDRIAS BEING BURNED
THE DEVIL MAY CRY FRANCHISE AND EVERY SPARDACEST SHIPPER MUST BE DESTROYED

Medieval Twin Peaks with a twist of The Name of the Rose! This game absorbed me. I started yesterday in the evening, I played until three in the morning, and today, after breakfast, when I sat down, I played until the very end. Because I simply wouldn't be able to function without knowing the ending of this compelling story about a village that hides more than one secret.

First of all, fantastic visuals. I was already charmed by the trailers, but I only fully appreciated it when I saw how well it fits with the local mechanics. It's obvious that this is a game for narrative fans. There's not much gameplay here, although the mini-games are really satisfying. However, I was completely captivated by this seemingly inconspicuous story, which attracted attention from the very beginning with its very colorful characters and extraordinary humor. It is also a great meta commentary touching on those times. But above all, a fascinating crime mystery. The creators do a fantastic job of guiding the player through an engaging investigation, providing plenty of various clues, intriguing personalities and surprising plot twists along the way. Because this game really won't let us predict much. He won't let us know too much. This makes us even more driven by curiosity to check every possible lead, talk to everyone and check every location.

The game is divided into three acts, which I didn't know before. However, after playing the whole thing, I must admit that it was structurally very good. The first two are absolutely unbeatable for me. In the third one, in my opinion, there was a certain repetition at times. However, this does not change the fact that the ending is satisfying and I think that I will recall this game many times in my memories, and today I probably won't be able to get it out of my head even for a moment. Because it is also a game that raises many interesting social issues and leaves us with many interesting reflections.

I will certainly come back to it one day to try to play this story in a different way, and for now I will think about it while listening to the great, very atmospheric soundtrack.

The real final boss is the connection.

This review contains spoilers

In a game, let alone continuity, lousy with sharp, confrontational artistic direction, it’s one as simple as the back of the box that continues to work its way through me. It’s the illustration of Kusabi, Sakura, and Kosaka, in particular - Sakura’s exaggerated frown extends out of the image towards you while Kusabi and Kosaka converse around her. If you’ve played the game, you’re aware that this configuration can only happen in the events proceeding the finale (a massive torpedo-spoiler on the back of the box, funny!). By extension, this also means that the illustration is, to whatever degree, a reflection on the status quo after case#5:lifecut, i.e. the chapter of the game where everything boils over, a majority of the Transmitter cast straight up dies, and radical actions by the hands of the remaining cast occur.

I love this illustration for a few reasons - for one, Takashi Miyamoto captures a sense of mundanity so well. In game, you’re never really able to bear witness to a Kusabi at peace in ordinary life, and here he’s beautifully human in his pose - well-earned after his arc through the game. Secondly, through that same focus on the mundane lies a commentary on the dynamics these characters are engaged in. I don’t think it’s much of a stretch to imply that the gender dynamics put forth here can be seen as a disappointing reminder that leaving Kusabi (love ‘em as I do) as the sole surviving veteran of the HCU means that the same bitterness which ostracized Hachisuka, possibly enabling something within to give in to her inevitable death-filing and appearance as Ayame, is likely still in the air. But these observations pale, in my opinion, to the context.

As she continues ascending the 24th Ward’s crime department, after bearing witness to the very operation that almost(/successfully?) doomed her and the player character to a life of artificial personhood, and after witnessing the takedown of the two major antagonists of the game, Nezu and (eventually) Uminosuke, she still frowns at us, the player. Why? I thought danwa was a happy ending.

-

TSC is one of few games I can think of that really eludes simple genre description. Sure, it’s a crime procedural, up until it isn’t. It’s a conspiracy thriller... in spots. It’s Lynchian surrealist dystopia? Alright we’re just gonna say words now, I guess? The only thing that comes to mind for descriptors is, like, slipstream fiction, which, given 25W references seminal proto-Cyberpunk novella The Girl Who Was Plugged In, seems apt enough to settle on. I won’t even evoke the P-word. The one that rhymes with “toast auburn.”

But really, this thought exercise is all just a veiled move to get you to wonder about the limitation of genre fiction as it applies to TSC, and poke at its aspirations. For this to be a standard crime procedural, you’d expect the HCU to... function in some capacity? And conspiracy thriller’s a no-go considering the weight that spirituality and all other intangibles have here, in my opinion. The way I’ll continue from this point to put it is thus: the Mikumo 77 incident, the murder of Kamui by the underworld factions, and the ensuing Shelter Kids policy reverberate through the story on many different frequencies, and the effect of it all is so bleak that only genre convention can make the discussion palatable as fiction. But it doesn’t always cover it: the melancholic, ambling work of Tokio through Placebo, the brain-swelling conflict of information in Transmitter, I think both serve as a reminder that there’s no easy out from underneath the sin of government control. It’s no surprise, I guess, that the symptoms get much, much worse when we return to Kanto in The 25th Ward.

-

Kamuidrome thru danwa (and the equivalent reports from Placebo’s end) are so dizzying and hard to come to terms with that I have literally shaved my head since first playing this game. This is actually true! I have death-filed!

That said, I feel like an essential piece of advice I could give someone who’s in for their first time is to enact judgment on the information based on who and when it’s coming from. This is easy enough in some cases - I think most people are primed from birth to hate pedo-fascist Nakategawa enough to not mind his words. But even fan-favorite Kusabi, for instance... this entire game is a slow fade-to-white for him as he unlearns an entire ideology of criminality equating plague, one he’s enforced so much with violence, not just as a cop, but as a particularly fucked up cop. In the beginning, I wouldn’t blame you for sticking with the competent elder authority of the cast, but if the ending moments of Parade don’t convince you to question the prior chapters, then I don’t know what will. The state of this world can be figured out with relative certainty as long as you keep track of where you are in the game’s web.

Though deeply confusing (& not helped by a localization that I can only describe as “challenging” (no shade to Grasshopper James btw, I can only imagine trying to piece this together 😭)), this game masterfully tiers up its information in a way that makes the trek through the underbelly of the 24th Ward feel so uniquely haunting. While certain aspects (the bench-warming faction war at the batting center comes to mind) do feel a bit bizarre and maybe even underdeveloped as words on a (cyber)page, the thematic tapestry of this game is exceptionally rich, even among other lauded-for-thematic-richness games. I’m a lifelong MGS fan and even I have to admit that after coming to conclusions confident enough to type words about, I think we might be seeing a lunch-eating of unseen proportions.

"hey you know the game that had like 30 bosses cut due to technological limitations of the time?"

"yeah?"

"we should totally remake it"

"what you mean we include at least some of those cut bosses that the fans have been dying for and even modding into the original game themselves, and utilize more of the vast world without sacrificing that empty desolate feeling that the ps2 game evoked"

"what no i just mean lets keep it almost exactly the same but butcher the art style, and add like a new sword and time trials and ubisoft collectables"

"oh thats way better than what i was thinking"

SpongeBobAndPatrickRidingChildrensRollerCoaster.jpeg

who cares if the dungeons suck you can ride a flying tree you spoilt fuck

oh my god i could write a whole essay about this game
Everything in this game either makes me question "why the hell would you even put this in" or is one of the best ideas and executions I've seen in a kart racer This is such a mixed bag of a game it's unreal.
Perfect example. Story mode. The story itself is kind of just a rehash of 1 and doesn't have any real direction You just kind of go places because one of the curators go "uhhhh i saw the hoard in a dark alleyway there" and 3 1/2 of the 6 1/2 worlds are literally just worlds from other games (2 of them not being that fun either) but then you get to the retro futuristic world which is run by a guy who's just really really delusional and the world thats based on the 70s disco/funk era and it's like Why couldn't the whole game have the same personality and charm as these two worlds what the hell
People rightfully point out how LBP 3 was rushed and. yeah but also It might just be me playing the game for the first time as a dumb 8 year old but the story still stands on its own with only a few flaws This game just tells me that the crew behind it were really confused on what they wanted to do (proving this point is that this was originally a modnation racers sequel before being rebranded Ruh Roh!)
Okay sorry for complaining about the most 6/10 game in existence here's positives. Again the Progress Emporium and Space Funk worlds are really really fun and I like Don and Sirius a lot. I know Space Funk reuses assets from Avalonia like the rest of the game but weirdly enough I feel like it balances it better by having actual set pieces like the bunny farm and the huge spaceship. Don please call me back
The soundtrack is probably my favorite in any LBP game and I am being dead fucking serious when I say this There is not a single song I skip in this whole soundtrack The Progress Emporium's theme is my second favorite interactive track in the whole series and the Space Funk theme is pretty high up too.
I don't like the eve/victoria worlds but god DAMN the remixes done of the themes for both worlds are so good. Don't even get me started on the final boss theme holy SHIT
Reminds me. The Hoard. I like them but I feel like you don't really see them do all that much (the final boss is kind of ass too) and I am so mad you can't even unlock them as an outfit what the hell
This is just going to devolve into inane ramblings so I'll stop it here. People say a sequel for this game would be good and. It'd sell like 3 copies but It'd probably be really good because With enough polish this could be a REALLY fun game but as is it's just kind of alright.
with all of that said i've replayed this game like 6 times I think I might have a dent in my head

Half-life 3 and Silksong fans are so melodramatic when they say how long they've been waiting for a sequel. Try being a Cathode Ray Tube Amusement Device fan