24 reviews liked by InvictusRex


a deeply upsetting experience. perfectly captures the feeling of bitter nostalgia - reminiscing over awful times. there are stories in this that are so beautiful it's absolutely insane.

could easily see this in 5 stars but i'm not sure how i feel about the way this game treats death. the core message feels like it's about accepting death, but it falls into a kinda common trope i see where the deaths are pointless and preventable. this isn't a huge fault but it does make me like the game a bit less. high recommendation though.

Oh, Sonic Adventure 2...

At first, the shift from hub worlds to linear storytelling was a change I had to get used to - the pace of doing levels back to back feels way different from walking around Station Square aimlessly to get to the next stage and I didn't like how it felt here. However, my stance changed about halfway through the HERO story (which I played first), and I began to appreciate the storytelling of the sequel over SA1, because you get the story (on your side atleast) told in chronological order without having to puzzle it together and you constantly switch characters, so it doesn't get boring. So on the HERO side you're already getting a full story about Sonic and his friends alone, but the villains are contextualized in the DARK story. Personally, I preferred the DARK story, it just felt like the more complete package overall and the cast is more interesting.

As for the gameplay, Adventure 2 brought some noticeable changes to the Treasure Hunt stages, put an extended focus on mech levels (which play similar to Gamma from SA1) and also changes the physics and controls a bit from the first game - nothing worse than no longer being able to overly rely on Sonic's spindash, as it's not overpowered anymore. You get used to it fast, but that was a death sentence in the first hours of playing! Concerning the Treasure Hunt stages... I'm not a fan of what they did to the radar, the beeping noise is even more obnoxious (and louder) than before and only having the shards show up in a set order is frustrating. However, sometime during Knuckles' final level it came to me that I've developed stockholm syndrome towards the Treasure Hunt gameplay and after reflecting and replaying the Knuckles stages again, I had a lot more fun with them than before. They're an acquired taste, a guilty pleasure.

You know what else is guilty of being TOO LOUD? The mech levels - just hold down the lock-on button and you'll get a free trial of tinnitus, all while you've got a full Michael Bay movie with thirteen different kinds of explosions going down in the background. Weapons Bed might actually be one of the loudest levels I have ever played in ANY game. It's not like the audio mixing was good to begin with, the volume of sound effects during regular gameplay is so comically overtuned and you might as well believe the conversations in cutscenes were recorded during a rave by how often the voices get drowned out by the music. But generally, the soundtrack of Adventure 2 really delivers. Favorite songs are Escape from the City, Live & Learn and E.G.G.M.A.N.

Not much more to say, except that I missed out on the Chao Garden in this playthrough entirely, just because I had no clue how to hatch the eggs. A shame, cause that's apparently a big aspect of the game - so I'll be sure to check it out sometime. What else, Shadow and Rogue are awesome and this game is a blast to play despite the issues. I'm considering bumping it up to five stars if the Chao part of the game turns out to be good. It's just chaotic and fun.

In which other game can you experience Tails using his special move of crashing the game twice after telling Eggman how powerful he is? I can't think of one.

This is a really weird one for me to review. I went into this with the knowledge that it’s a very old game and that part is 100 percent true. The gun play and general feel of this game just isn’t great. It all feels held together with loose tape. It’s a super difficult game to actually play with the controller.

NOW as an RPG game with an interesting story and side quests with good characters and role playing systems, that’s where this game truly excels. I found myself fascinated with the factions and the world and the RPG systems that were put in place.

I know most people say this is their favorite Fallout and it’s a 5 out of 5 and I can totally see that. I just can’t say it’s a perfect 5 though. I found it so so hard to physically play this game after a while and the shoddy technical performance just yanked me out of any immersion I was building.

I’m walking away from this game with only one thought….THIS NEEDS A FULL BLOWN PROPER REMAKE. Keep the amazing RPG elements and story but overhaul the gameplay and technical side and you’d have an all time 5 out of 5 game there.

Until then……I can’t call it a masterpiece.

The NieR of Sonic games...? What?

I never played a Sonic game before, but after reading Phantasm's review and having heard Wheatie advocate for this game for quite some while now, I decided to finally check out the series with Sonic Adventure - and I'm glad I did!

To make sense of the weird opening one-liner, Sonic Adventure is a game told through the eyes of six different characters - which means you need to play through the story six different times to fully understand what's going on. Each character comes with an unique gimmick and win condition, ranging from collecting Emerald Shards as Knuckles to catching a pet frog as Big the Cat. The narrative itself is nothing groundbreaking, it's fairly standard fare with Eggman trying to use an ancient evil named Chaos to destroy the local Station Square and rebuild it under his management. Chaos is an interesting villain though, since he functions basically the same as Resident Evil's Nemesis and you fight him several times with different characters in different power levels, as he grows in power each time he consumes a Chaos Emerald (you see, the name is as straightforward as it gets). As for the individual character stories themselves, you're free to approach them in any order you'd like, as long as you met the character in Sonic's story and the game will notify you when a new story is available. Only after completing all six story modes, you'll gain access to an epilogue and be able to fight the true final boss.

The levels themselves have some interesting mechanics, and they especially get to shine in Sonic's levels (as he's not a gimmicky character), I'll take the Lost World level as an example. While Knuckles can just crawl up the walls here with his moveset, Sonic has to rely on switches that allow him to walk on certain anti-gravity tiles on the wall or use mirrors to shine light on mirrors to illuminate a dark path. But it doesn't always have to be so complex, sometimes snowboarding down a giant mountain with an avalanche in the background is all you need. Even if I had a fun time with most of the levels, one of my biggest complaints is still the rebellious auto camera, which especially hates Sonic zooming through the zones at lightning speed and then jumps to some nonsensical angles, causing you to have no clue what's going on and miss your inputs. I'm not particularly mad at those camera shenanigans (would be lying if I told you it wasn't funny), but there are times where the jank goes from charming to annoying territory. Another thing I'd like to address is the strange progression sometimes outside of levels in the hub worlds. Thankfully there are red hint orbs in the game telling you where to go when you're feeling lost, but even then, sometimes the hints are so vague that I still found myself resorting to GameFAQs guides in order to locate where to head next. This would hardly be an issue on replays, but I couldn't find the raft for the life of me the first time I had to use it.

Sonic Adventure is a very ambitious game for the time it released and it's not only reflected in the level design, but also in the soundtrack, which covers a variety of musical genres and also uses higher quality instruments as opposed to a MIDI soundfont, which was possible thanks to the Dreamcast's advanced audio hardware. My favorite song is Amy's theme, My Sweet Passion, but I'm also particularly fond of Tikal's Theme and Mechanical Resonance. The Egg Carrier Theme needs a shoutout for itself, just for how catchy it is.

In the end, Sonic Adventure was a nice little departure from all the JRPGs I've played recently and I'm now eager to try the acclaimed Adventure 2 and other Sonic games in general - this includes the Steam version of Sonic Adventure DX, where I'm hoping to go for 100% when I get to it :D

Writing this review is bittersweet for me, as I'm a die-hard fan of the Final Fantasy series. Final Fantasy VII on the original PlayStation was a pivotal game that shaped my gaming journey, introducing me to a genre I've never looked back from. Witnessing its Remake (and now its Rebirth as part 2 of 3) triggered a profound reaction in me, making it the remake I've longed for the most.

That said, Final Fantasy VII: Rebirth has left me conflicted. While it boasts moments of soaring highs, it also descends into valleys of significant lows. I'll refrain from delving into the story, as its impact is highly subjective and I believe the game is worth experiencing for oneself. Is it perfect? No, but it continues to explore unique themes and twist tropes in refreshing ways that I hope will be further explored.

Approaching this review after completing a blind run through the main game, my perspective might evolve if, and it's a big if, I manage to achieve 100% completion. However, at this point, I don't foresee the desire to grind out the rest.

The combat feels refined from the remake, yet it still suffers from frustrating moments. The blend of action RPG with a turn-based system is starting to show its age, and while the stagger system may be the best version of it, it's evident that it's been utilized across multiple games. However, I appreciate the introduction of new character combos (synergy) that add flair and satisfaction, especially when finishing off enemies.

Truthfully I might just not be good at this version of action RPG. Some battles proved exceedingly frustrating, surpassing the challenges of even the most daunting encounters in Souls-like games. There seems to be a lack of action cancelling or sufficient invincibility frames, though I can't pinpoint the exact issue. It's possible my age is catching up with me!

The last open-world Final Fantasy, XV, received mixed reviews for its lackluster implementation. However, Final Fantasy VII: Rebirth manages to both shine and falter in its open-world design. The side quests are exceptional, building upon the success of meaningful story additions seen in previous titles. With over twenty side quests, each offering unique player interactions, the game avoids common MMO-trope requirements, providing a refreshing experience.

Each area feels meticulously crafted, offering familiar yet fresh vistas. However, some areas are cumbersome to navigate due to the absence of a jump button or limited climbing options. Despite this, the variety of activities in each area, from relic hunting to unique monster slaying, ensures engagement without overwhelming the player.

Character growth undergoes slight changes with the addition of "folios" for each character, although this doesn't significantly deviate from previous systems. Weapon leveling follows a flat scale, which, while forgettable for the most part, adds some depth to customization. Materia makes a return with minor tweaks, with the enemy skill materia standing out as particularly noteworthy as well as some new support materia combos that do aid the party in their battles.

Overall, Final Fantasy VII: Rebirth is a solid game, though it falls short of securing a place among my most cherished gaming experiences in the series. However, it's possible that a more complete picture will emerge with the release of the entire arc of the remake. With the anticipated release of the third installment in 2027, despite my reservations with Rebirth, I eagerly await Resurrection... or Revival... or Regeneration. Yeah, my money's on Regeneration.

It's not as well-regarded as Quake, and it's not as pure fun as Quake 3 Arena, but Quake 2 is the one that I spent many afternoons as a kid playing. Now granted, that was the Playstation version which is a little different to the PC version, which is what is remastered here.

It's just as fast and frantic as you'd like from a "boomer shooter", with a nice range of satisfying weapons and enemy types to blast them with. The environments are pretty bland, as much as Nightdive Studios has spruced them up, and the map design can often be confusing as to where exactly you have to go next, especially in the later levels. Luckily there's a handy little "compass" feature to point you in the right direction.

A solid shooter experience that doesn't outstay it's welcome.

Now that I finally have access to the Genesis games on the Switch (very few of which I had played because I was not a Sega kid whatsoever), I was recommended to check out Shining Force, at least the sequel which is supposedly an overall improvement. But I'm glad I started here so I can see that evolution when I get there.

The first Shining Force is a very archaic game in its menuing and the pacing of battles, and the information the game makes available to you vs. having to read the manual (and even then there's stuff that isn't really explained). It's a bit like going back to early-gen Pokemon. But if you can have patience with all that, there is a lot of charm here. I enjoyed the character design a lot, and the constant variety of people who inhabit this world and your party, from centaurs to bird people and more. Even the ones who look like humans might be dwarves, elves or halflings. The spritework is very charming and effective, and the localization is pretty solid despite the unremarkable story. The ending made me surprisingly emotional.

It's not a hard game, and battle strategy can be limited. A frustrating point is that you kind of have to commit to your chosen party members (you can only bring 12 into battle at a time), as if any of your characters fall too far behind in levels they quickly become useless and, unfortunately, if they don't do much damage to their enemies then neither will they receive much experience, meaning that you can't really make them viable again unless you were to grind an absurd amount. Thankfully, there is no permadeath, nor are there even game overs (you'll just get sent back to the last town if you lose), so grinding (at least grinding your already viable characters) IS an option if you're having trouble with a battle. Some characters do no damage even initially as soon as you recruit them, and might get stronger later on, but it seemed like it would be quite a project, so I tended to just not invest in anyone who wasn't providing an immediate payoff.

A fun but potentially annoying aspect is that the boosts your characters get from leveling up is random, and decided at the point of their leveling up (I tested this using the rewind feature once but after that didn't abuse it to get luckier rolls, though you could if you wanted lol). So some level-ups could be huge for a given character while the next one does almost nothing for them. You also can't make anyone too OP because their boosts will peter off and disappear completely (or almost completely) once they hit a certain level. This could lead to every playthrough feeling a bit different in which characters are your "stars".

Finally, this game appears to have a few secrets, as I did my best to explore and talk to NPCs but I know I missed getting a few characters in my party.

This game was a charming mix of tactical battles in between RPG towns and setpieces. Although it can be slow paced and tedious, sometimes too simple and sometimes frustrating with some of its hidden mechanics, I kept coming back for more and enjoyed the experience.

Waiter! One Metroidvania, hold the "-vania" please!

I should really like this game. I think I just had the misfortune of playing the worst possible version of it.

First, the good: the visuals and spritework are amazing overall, and the soundtrack is absolutely killer. If you weren't looking that closely, you could easily mistake this for a Metroid game on GBA, which is pretty cool! And the fact that most collectibles are completely unique weapon types or in-game lore drops is a great change - no more "bomb inventory +5" bullshit here, instead you get rewards like LIGHTNING GUN. And with the password system and secret areas, there seems to be a lot here for people who connect with this game. Cool ideas in a cool world with some cool atmosphere.

Second, the bad: a modern Metroidvania without any kind of fast travel is just poor design, sorry. I never had fun while backtracking to try and find the next objective since that often required me to trek back across the entire map. Combat is also hampered by the lock button not allowing you to move while aiming, making shooting diagonally while evading nigh impossible. And just like in Metroid, vertical platforming through combat areas just sucks, as does pixel hunting for destroyable blocks that have no visual indication that they should be investigated. I know it wouldn't really be a Metroid successor without that, but that's the kind of thing that kills the completionist in me.

And third, the PS Vita: four gameplay actions (two of them major functions) are relegated to pseudo-buttons on the touch screen that require you to take your fingers off of the movement or combat controls in order to use them. I should not have to tell you that this is awful, but the fake buttons are also visible on screen at all times - and yet, the area of input for each is so small and precise that you will never press that bomb button under duress without stopping to focus on doing so. In addition, for some reason, the game would just completely freeze up for almost a whole second fairly frequently, with the most freezes happening in Edin. This game will also lag and drop frames on Vita, if you can believe it. Several times, I thought the game was about to crash on me, especially when a freeze happened after a lag spike when the music stopped looping but failed to start back up again. And for whatever reason, the PS Vita's thumb stick liked to accidentally activate the "double tap a direction to evade" ability, which is truly a heinous input mapping for a game like this.

I dunno fam, I really wanted to like this one. Kind of bummed out that I didn't care much for it by the end.

Really bizarre game and concept overall, not dissimilar to something like Spore except much earlier. There are times where it feels a bit too grindy, and the bosses are much harder than the actual stages, but ultimately I think it survives the weight of its ambitions. I enjoyed this pretty thoroughly, even if it was rough around the edges and not exactly amazing. I thought it was very fun and rewarding to experiment with all the different evolutionary traits it provides your character. By the end of the game I had become this weird lion-horse hybrid of sorts.

It'll definitely take some patience, especially without savestates, but I would recommend this one. There's not really anything like it from the time.

Imagine Ecco the Dolphin as done by Square Enix. A majestic platforming romp spanning billions of years, which is even more amazing than it sounds. Start as a tiny fish and evolve as you progress, until you're an axe-wielding caveman. The final boss is COVID-19.