Hylianhero777
352 Reviews liked by Hylianhero777
"It's just a spinoff" copers have to play this to understand NMH3 now which is badass. TSA fans win. Everyone who dropped this will never understand what it felt like to hear "B-O-S-S. UNTIL I FUCKING DIE" blasting out of your speakers for the first time. But I dunno where the fuck I be from, I cannot believe what the fuck I have become pull up pull up pull up I be running wild
Unrivaled soul
Unrivaled soul
Metroid Fusion
2002
All of the mainline Metroid games are about self improvement and overcoming your environment in some form or another, but Fusion is the first to directly tie that into its theme in a meaningful way. Stripped bare of all abilities, you play a Samus robbed of agency, as the game literalizes its structural shift of closed off mini-missions into a story of reclaiming autonomy. You're unprotected and bare, unable to take hits as you used to, and enemies reform right before you eyes. Your worst enemy is a version of Samus who has the strength you once did. A relentless Metroid hunter (not like you yourself were in Metroid 2) coming after the final metroid, Samus herself.
Much has been said about this game being far more linear than all the others, and it's true, but I think also slightly overstated. Yes, the maps are both compulsory and come with objective markers, but you stray very far from them into massive hidden areas and entire pathways pretty often. It's less consistently linear and more as if the game starts hyper linear, but becomes more and more like a proper Metroid game as Samus becomes more like herself. The stripped down protagonist, more relentless enemies, and closed off areas leads to the most claustrophobic and dangerous moment to moment gameplay yet. No longer can you comfortably tank all incoming damage, as even normal enemies can kill you pretty quickly if you're not careful, let alone bosses. You're vulnerable to both heat and cold, and the freezing weapon is forced to be tied to an expendable resource instead of your normal weapon. There's nothing quite as satisfying in the other Metroid games as getting the varia suit so the fucking freezing X blobs can't hurt you anymore.
I only really have one big issue with this game. Every Metroid game has overly cryptic hidden secrets, but this feels like the only one where solving those hidden bits are actually necessary to progress sometimes. The sequence after beating Nightmare is the worst at this, sticking you into a maze extending across sections with multiple seeming dead ends and arbitrary progression paths. Speaking of which, Nightmare itself kinda sucks too. It's easy enough to forgive when literally every other boss here more or less surpasses any of the other ones in any Metroid game though.
Much has been said about this game being far more linear than all the others, and it's true, but I think also slightly overstated. Yes, the maps are both compulsory and come with objective markers, but you stray very far from them into massive hidden areas and entire pathways pretty often. It's less consistently linear and more as if the game starts hyper linear, but becomes more and more like a proper Metroid game as Samus becomes more like herself. The stripped down protagonist, more relentless enemies, and closed off areas leads to the most claustrophobic and dangerous moment to moment gameplay yet. No longer can you comfortably tank all incoming damage, as even normal enemies can kill you pretty quickly if you're not careful, let alone bosses. You're vulnerable to both heat and cold, and the freezing weapon is forced to be tied to an expendable resource instead of your normal weapon. There's nothing quite as satisfying in the other Metroid games as getting the varia suit so the fucking freezing X blobs can't hurt you anymore.
I only really have one big issue with this game. Every Metroid game has overly cryptic hidden secrets, but this feels like the only one where solving those hidden bits are actually necessary to progress sometimes. The sequence after beating Nightmare is the worst at this, sticking you into a maze extending across sections with multiple seeming dead ends and arbitrary progression paths. Speaking of which, Nightmare itself kinda sucks too. It's easy enough to forgive when literally every other boss here more or less surpasses any of the other ones in any Metroid game though.
Cruelty Squad
2021
๐ฌ๐ป๐พ๐ฎ๐ต๐ฝ๐ ๐ผ๐บ๐พ๐ช๐ญ ๐ป๐ฎ๐ฟ๐ฒ๐ฎ๐
๐๐ก๐ค๐๐๐ฃ๐จ ๐ข๐ ๐ค๐๐ by ๐๐๐๐๐๐๐๐ ๐๐๐๐๐๐๐๐๐๐๐๐ ๐ถ๐ด๐ ๐ ๐ฐ๐ ๐ฐ๐ with ๐ฐ ๐ ๐ท๐พ๐ป๐ด ๐ป๐พ๐ ๐พ๐ต หขสฐโฑแต ๐น๐ ๐ ๐ ๐ฑ๐ ๐ ๐ธ๐ ๐ ๐ ๐ด ๐พ๐ต ๐ธ๐ ๐ เธัเธฃีััีเนฯ เธฃัเธ เธฃเนเนเนษญเนีเนัเธฃ. โแตขโโโy โโแตฃโwแตขโg โแตคโ wโแตฃdโ โแตขโโ ๐ ฒ๐๐๐ ฟ๐๐ พ๐ ฒ๐๐๐๐ ด๐ ฝ๐ ฒ๐ and lฬถฬฬฬฆอฬฬชaฬธฬ ออฬออฬ ฬงฬคอ ฬอฬฎฬฏtฬทอฬฬฬฬฬฬณอeฬตฬฬฬฬ ออฬอ ฬฅฬ ฬฏอ ฬฬฏฬฎฬน ฬตฬฬฬฬฬชฬฬนsฬธอฬอฬฬอฬฟอฬฬญฬฬฑฬฐtฬทฬฬฬฬฬฬฬฅอฬคฬฐฬปฬฅอฬฑฬชฬaฬดฬพฬฬอฬอฬกอฬฬจฬฆอฬฎฬ ฬฆฬฎgฬตฬฬอฬอฬฐฬปฬฅeฬทอออฬอฬฬฬฃอฬผออฬ ฬฒฬชฬฐ ฬทฬฬออฬผฬฉฬฃฬชฬบอ cฬดอฬฬฬฝอฬฬอฬญฬงอฬนฬผaฬถฬพอฬฬอออฬฬฬกฬอฬซฬซออฬคอpฬธอฬฬออออ อ ฬฬอฬฬฐiฬตฬอฬฬฎอ ฬงอ อtฬทออฬฬฬฝฬออฬอฬ อaฬทฬฬอฬฬอ ออฬฬฬฬนฬฅอออฬซอฬจฬญlฬดออออฬพออออฬฟฬบiฬทอออฬฬงฬฬนsฬตอฬอฬฬอฬฬฬกฬณฬณฬญออฬฃmฬทฬฬง seems to be enough to ึวศถษจึสส (ใฃโโกโ)ใฃ โฅ online video game critics โฅ ใ๏ปฟ๏ฝ๏ฝ๏ฝ ๏ฝ๏ฝ ใ๏ฝ๏ฝ๏ฝ๏ฝ๏ผ๏ผ๏ผใ! "๐๐จ๐จ๐๐ฃ๐ฉ๐๐๐ก๐ก๐ฎ ๐ช๐ฃ๐ง๐๐ซ๐๐๐ฌ๐๐๐ก๐" is the ๐๐๐ฆ๐๐ก๐'๐ข ๐๐๐๐๐๐ ๐๐ก๐๐ฃ๐๐ ๐ค๐ ๐จ๐๐๐ ๐๐ฅ ๐๐ ๐๐๐ค ๐ฅ๐ Vโฃ Iโฃ Dโฃ Eโฃ Oโฃ Gโฃ Aโฃ Mโฃ Eโฃ Rโฃ Eโฃ Vโฃ Iโฃ Eโฃ Wโฃ Sโฃ, but I think ๏ฝ๏ฝ๏ฝ๏ฝ ๏ฝ๏ฝ๏ฝโ๏ฝ๏ฝ๏ฝ๏ฝ๏ฝ๏ผใ ใฎๆก๏ผ, by [ฬ ฬฒv][ฬ ฬฒi][ฬ ฬฒr][ฬ ฬฒt][ฬ ฬฒu][ฬ ฬฒe] of its ฮนโลฮฏหขแตไนแฯ๐ on ๐๐๐-๐ธ๐๐๐๐พ๐๐ถ๐ ๐ ๐๐๐-๐ ๐๐๐-๐ ๐๐๐-๐ ๐๐๐-๐ ๐๐๐-๐ ๐๐๐-๐ ๐๐๐-๐๐๐น๐๐๐ ๐ค๐ข๐ค๐ข๐ ๐พ๐๐๐๐. truly ฤแป๐โ สแธษb แดษฦแธo ๐ต๐บ๐ฑ๐ช๐ค๐ข๐ญ ๐จ๐ข๐ฎ๐ฆ-๐ซ๐ฐ๐ถ๐ณ๐ฏ๐ข๐ญ๐ช๐ด๐ต ๐ต๐ฆ๐ค๐ฉ๐ฏ๐ช๐ฒ๐ถ๐ฆ. . . . . . . . แถแดฌแดบ สธแดผแต แดตแดนแดฌแดณแดตแดบแดฑ แดผแดพแดฑแดบแดตแดบแดณ โบโโบโธโโโโโพโธ โผโถโโพโโผ โโโโโฝโโ OR ๐ ถ๐ ฐ๐ ผ๐ ด๐๐ ผ๐ ฐ๐๐๐ ด๐ ๐ ผ๐ ฐ๐ ถ๐ ฐ๐๐ ธ๐ ฝ๐ ด ฮฑษณิ ๏ฝ๏ฝ ๏ฝ๏ฝ๏ฝ๏ฝ๏ฝ ๐ค๐ ๐๐๐ฅ๐๐๐๐ ๐๐พ๐๐ ๐๐ฝ๐พ๐ about cฬดฬฬฬนฬขอฬฆอฬฏฬฎอฬrฬธฬอฬฆฬญฬฎฬผอฬฒuฬดอฬ ออฬฬพอ ฬซอฬeฬตฬฬออฬฬพฬ ฬนฬกฬฉอฬฑlฬทออออฬงฬฑtฬตฬฬฬฬบฬฬนฬจฬชyฬทอฬฃฬฐฬฅฬฅฬผ ฬถฬฬฬฬอฬฬอฬอฬชฬฬอsฬถอฬอฬ อฬงฬญqฬธอฬฬฬอฬฬออฬฟฬงฬคuฬธอฬฬผฬฬฬฌฬชฬปฬฐฬaฬดอฬฬ ฬ ฬฬปฬนฬขฬฉdฬตฬอ ฬฬณฬจฬฬจอ?
๐ถ๐ ๐ฐ๐ฟ๐ท๐ธ๐ฒ๐ 0/10
๐ถ๐ฐ๐ผ๐ด๐ฟ๐ป๐ฐ๐ 6/10
๐ ๐พ๐ ๐ฝ๐ณ4/10
๐ ๐ด๐ฟ๐ป๐ฐ๐ ๐ฐ๐ฑ๐ธ๐ป๐ธ๐ ๐ 7/10
๐พ๐ ๐ด๐ ๐ฐ๐ป๐ป8/10
Started eliciting words like 'beautiful', 'meaningful' and 'hopeful' from my brain, before sliding down the classic indie game trap door of ending things with a lot of aggressive glitch shite and death imagery that holds as much significance to me as a child doodling wee graves and skulls on their school textbooks. "Oooh, made you grapple with the concept of mortality, did I??? ;) ;)" - yeah, sure, whatever. It's a lot easier to remind someone that they're dying than it is to make them see something beautiful in the life around them. Alternate ending where Bubsy went to the James Turrell exhibit and then had a nice coffee and a sandwich at the museum cafe, please! Maybe let us choose out a nice fridge magnet in the gift shop, tooโฆ
https://www.youtube.com/watch?v=09MzaJVH5b4
https://www.youtube.com/watch?v=09MzaJVH5b4
The Witness
2016
If there's one thing creator Jonathan Blow is good at, it's rubbing gamers up the wrong way. It's quite evident he's an intellectual, and boy does he want you to know it.
At the heart of his games are some impeccably crafted puzzles - a simple mechanic that builds and builds to baffling, but logical, levels of complexity.
His previous title, Braid, made inventive use of time manipulation and platforming. It had at least the pretense of a comprehensible narrative, as well as a 'fun' painterly art style.
Years in the making, The Witness feels colder in every way. Between bouts of walking around an island reminiscent of Proteus or something made in Dreams, you spend most of your time on grid sheets, connecting the dots - although only in the literal sense, as any notion of a story is deeply muddled.
The puzzles soon become vastly complex, often to the point of alienating the player with a lack of guidance. No one would blame you for digging up the walkthrough every now and then, but it seems to be a game designed to leave for a while and then revisit over several months.
Vague and frustrating as it is, all the way to the end, the game keeps you coming back. The most intriguing feature is arguably the way the island's strange geography and shape reveal new puzzles, alongside some thought provoking imagery found in reflections, shadows and pathways - there's the sense that Blow has meticulously crafted the island with similar precision to Kubrick's Overlook Hotel in The Shining, to almost the same subliminal effect.
Overall, The Witness seems to walk a thin line between a decent puzzle game and a confrontational piece of interactive art. I would say that Braid is more successful as the former; and while I'm not in a rush to declare this game the latter, some of its puzzles have had a lasting effect. I sometimes lay in my bed, still trying to draw those lines in my head.
At the heart of his games are some impeccably crafted puzzles - a simple mechanic that builds and builds to baffling, but logical, levels of complexity.
His previous title, Braid, made inventive use of time manipulation and platforming. It had at least the pretense of a comprehensible narrative, as well as a 'fun' painterly art style.
Years in the making, The Witness feels colder in every way. Between bouts of walking around an island reminiscent of Proteus or something made in Dreams, you spend most of your time on grid sheets, connecting the dots - although only in the literal sense, as any notion of a story is deeply muddled.
The puzzles soon become vastly complex, often to the point of alienating the player with a lack of guidance. No one would blame you for digging up the walkthrough every now and then, but it seems to be a game designed to leave for a while and then revisit over several months.
Vague and frustrating as it is, all the way to the end, the game keeps you coming back. The most intriguing feature is arguably the way the island's strange geography and shape reveal new puzzles, alongside some thought provoking imagery found in reflections, shadows and pathways - there's the sense that Blow has meticulously crafted the island with similar precision to Kubrick's Overlook Hotel in The Shining, to almost the same subliminal effect.
Overall, The Witness seems to walk a thin line between a decent puzzle game and a confrontational piece of interactive art. I would say that Braid is more successful as the former; and while I'm not in a rush to declare this game the latter, some of its puzzles have had a lasting effect. I sometimes lay in my bed, still trying to draw those lines in my head.
The Witness
2016
Journey really was the conceptual apotheosis of ThatGameCompany and everything the alumni have made since has been more or less a total dead end huh :( The few new ideas here (mmo-esque interactions and gacha game purchases) feel totally confused or spiritually incongruous w/ the intended vibe of playful communalism. "journey but in the clouds and you're like a toddler maybe" does not make for a very compelling new identity. Pretty but unsurprising, and so slight.
also as someone who has vibed considerably with the "graphically-stylized culturally ambiguous traveler(s) tenderly exploring the ancient ruins and uncovering lost secrets in glowy wall frescoes" genre: can we pls do something the fuck else
also as someone who has vibed considerably with the "graphically-stylized culturally ambiguous traveler(s) tenderly exploring the ancient ruins and uncovering lost secrets in glowy wall frescoes" genre: can we pls do something the fuck else
Blair Witch
2019
This review contains spoilers
if i had a euro for each time a Bloober Team game ended by saying that victims of trauma can never recover, are fundamentally, irreparably broken, and are better off killing themselves to make sure they don't hurt others around them i'd have two euros which isn't a lot but it is weird that it happened twice
Final Fantasy VII
1997
If Bowser's Fury was the initial hint that Nintendo have struggled to keep their production line on-track during the panny d, Super Rush is the outright confirmation. Uniquely fascinating in the sense that it's probably the most unpolished, uncharming and unfinished game Nintendo have ever put their seal of approval on; the UI would looks like it came from a McDonalds self-service kiosk and the characters in the story mode keep referring to game mechanics that don't exist, like sleeping to restore stamina and eating to get buffs. With Birdo repeatedly forcing you to go to bed in the middle of the day for no apparent reason, the Golf Adventure mode makes for a surreal experience - it's almost as if one of those dodgy mobile game developers who make Pokemon knockoffs somehow managed to get their hands on the real Super Mario IP and are now sharing their Early Access build with Kickstarters.
So how in the heck is this a 3-star game, I hear you ask?? Well, the golfing is still absolutely rock solid. Aside from committing the cardinal sin of removing the third tap from the holy three-tap trinity, there's nothing here I'd really change when it comes to good old-fashioned arcade golfing gameplay - it's all mechanically on par with Everybody's Golf at this point, if not better in some cases. The addition of the range/elevation finder is a neat little feature for golf math nerds, and ironically it feels a whole lot more important and worthwhile to the experience than the Super Rush gameplay gimmick they chose to slap on the game's title.
Super Rushing isn't outright terrible (Yoshi turns into an egg! Toad bounces on his head!!), but it does often feel like you're punctuating your shots with those moments from Breath of the Wild where you had to make Link jog-sprint-jog across an open field for 10 minutes while mindlessly balancing a stamina wheel. That you can't combine rushing and jumping feels like a ridiculously constrictive oversight, and I'm surprised that a free-roaming golf game with Super Mario in the title doesn't encourage players to do some fun platforming. Being able to track, analyse and anticipate your shot in-flight is pretty fundamental to a golf game, too - so it's a little disappointing that the main mode pushes you to just forget about all that and book it to the fairway instead.
On the whole, this isn't really worth the ridiculous ยฃ50 price tag that's been slapped on it - Everybody's Golf was a budget title for the PS4, and I feel like it had a ton more content, polish and character. That Nintendo feel comfortable putting out a kneecapped title like this at full price just goes to show how hard they're now dominating the marketplace, perhaps even at the expense at their own reputation for quality. Like with Monster Hunter Rise, I'm keeping my fingers crossed that the development team are going to use DLC to bring the game up to version 1.0. A real sad thing to have to type.
So how in the heck is this a 3-star game, I hear you ask?? Well, the golfing is still absolutely rock solid. Aside from committing the cardinal sin of removing the third tap from the holy three-tap trinity, there's nothing here I'd really change when it comes to good old-fashioned arcade golfing gameplay - it's all mechanically on par with Everybody's Golf at this point, if not better in some cases. The addition of the range/elevation finder is a neat little feature for golf math nerds, and ironically it feels a whole lot more important and worthwhile to the experience than the Super Rush gameplay gimmick they chose to slap on the game's title.
Super Rushing isn't outright terrible (Yoshi turns into an egg! Toad bounces on his head!!), but it does often feel like you're punctuating your shots with those moments from Breath of the Wild where you had to make Link jog-sprint-jog across an open field for 10 minutes while mindlessly balancing a stamina wheel. That you can't combine rushing and jumping feels like a ridiculously constrictive oversight, and I'm surprised that a free-roaming golf game with Super Mario in the title doesn't encourage players to do some fun platforming. Being able to track, analyse and anticipate your shot in-flight is pretty fundamental to a golf game, too - so it's a little disappointing that the main mode pushes you to just forget about all that and book it to the fairway instead.
On the whole, this isn't really worth the ridiculous ยฃ50 price tag that's been slapped on it - Everybody's Golf was a budget title for the PS4, and I feel like it had a ton more content, polish and character. That Nintendo feel comfortable putting out a kneecapped title like this at full price just goes to show how hard they're now dominating the marketplace, perhaps even at the expense at their own reputation for quality. Like with Monster Hunter Rise, I'm keeping my fingers crossed that the development team are going to use DLC to bring the game up to version 1.0. A real sad thing to have to type.
edgy-stylish aesthetics; urban setting; introspective teenagers finding meaning in having friends and not being alone; soundtrack with the best of 2000s japanese pop; weird, quirky gameplay that is hard to domain but it feels so good when you do it right; super-powerful skinny people which their powers are based on physics and mathematics; sho minamimoto -- my beloved
it took so long for me to play it but its a game made for me. what a wonderful world!
it took so long for me to play it but its a game made for me. what a wonderful world!
Metroid Dread
2021
This review was written before the game released
Almost 20 years have passed since Metroid Fusion took the niche Metroid series for a turn with its more linear and atomspheric take on a Samus Aran mission. The series has always been one of the lesser known Nintendo franchises, so when a game like Metroid Dread is teased and mentioned in passing for several years, it creates a thick fog of mystery. I'm honestly shocked Metroid Dread is a real game, even when I was not a fan of the franchise I knew that this elusive title had been in development for many many years and had for some, become merely a dream. Well, props to Nintendo for giving Metroid a chance to shine again, and what a shine it was...
To say Metroid Dread is excellent would be the understatement of the year. It combines every aspect that makes the series great into a sprawling canvas of world, with enough combat encounters, exploration and atmosphere to last dozens of hours. I marveled at the detailed backgrounds, that offer some of the most unique and memorable vistas in the Metroid series to date.
The tutorial area by itself is so extensive and filled with secrets, it only teases the player with how much they will be exploring and experimenting with the mechanics. And oh, how they have improved on these mechanics. Every upgrade feels substantial and opens up a multitude of paths that lead to even more upgrades. This cycle of exploration and reward does not get old and the escalating challenge of the combat.
Metroid Dread was so fun, challenging and suspenseful. The EMMI encounters are terrifying, tense and designed to fulfill multiple strategies This exact same design philosophy is applied to the whole world, with sequence breaks all over, shortcuts and obstacles to overcome. Metroid Dread is the best game in the series, I haven't had this much fun with a game for a long time.
This is the best game on the Switch since launch. Play this ASAP.
To say Metroid Dread is excellent would be the understatement of the year. It combines every aspect that makes the series great into a sprawling canvas of world, with enough combat encounters, exploration and atmosphere to last dozens of hours. I marveled at the detailed backgrounds, that offer some of the most unique and memorable vistas in the Metroid series to date.
The tutorial area by itself is so extensive and filled with secrets, it only teases the player with how much they will be exploring and experimenting with the mechanics. And oh, how they have improved on these mechanics. Every upgrade feels substantial and opens up a multitude of paths that lead to even more upgrades. This cycle of exploration and reward does not get old and the escalating challenge of the combat.
Metroid Dread was so fun, challenging and suspenseful. The EMMI encounters are terrifying, tense and designed to fulfill multiple strategies This exact same design philosophy is applied to the whole world, with sequence breaks all over, shortcuts and obstacles to overcome. Metroid Dread is the best game in the series, I haven't had this much fun with a game for a long time.
This is the best game on the Switch since launch. Play this ASAP.