13562 Reviews liked by Iru


It took about ~300 deaths, but I fucking did it.

Almost everything in my original review still holds up. The Ice Caves is probably my least favorite area in the game but I still liked it, and Temple was a good sendoff to the game.

Hell? Doesn't exist, what are you talking about?

I really, REALLY hate being negative about games, contrary to my most popular reviews on this site. Who wants to just bitch and moan about how bad a game is? Sure, it’s fun after the moment, but the hours you spend leading up to the review are dreadful. This very fact was tested by The End is Nigh. Coming in from an outsider’s perspective, I was very intrigued by Nigh. A game created out of the stresses that comes with game development? Sounds interesting! And plus, it’s a game created by Edmund McMillen, who created some of my personal favorites! It’s going to be a great time, right?

You can already tell where this is going. I’m sorry, but this has to be the biggest letdown I’ve experienced in gaming so far. I just don’t like The End is Nigh. Coming a few years after Super Meat Boy, the platforming legend that it still is, The End is Nigh feels like it barely took any hints from that game’s design. And it tries. So, SO hard to embody what made Super Meat Boy so special. But it just fails. And no, to clarify, I am not disappointed that this game isn’t a renamed Super Meat Boy 2. What I am trying to say is that it simply fails to lives up to the design quality of the classic that was made by the same developer. And it suffers heavily from that. First off, the level design. I really don’t like it. Not at all. It’s rooted deep in trial and error, which is not a bad design for a game, but compared to other games like it, it’s just not as fun. The End is Nigh has numerous chapters with 20 levels within each, but the skill ceiling is simply far too low to warrant replaying any of them. The End is Nigh barely lets you toy around with it’s level gimmicks, nor does it have satisfying controls for a modern game. While the controls themselves are fine, you don’t have any major abilities to use, so most levels become very generic, and quickly. The level design itself is passable, but I don’t think they were very captivating to play. It’s just going through the same song and dance over and over again. You just grapple onto cliffs, move here, move there, and bam, onto the next stage. It’s a complicated issue, and I don’t even know why I don’t like the levels. There’s no bullshit or anything, but I thought the level design was just too standard. In this adventure, there are little gimmicks in your way, so eventually all of the levels kind of blend in and aren’t interesting at a certain point. Are they challenging? Kinda. Not hard enough to stand out from other more difficult platformers, but I guess it isn’t New Super Mario Brothers 2. But I didn’t pop off when I beat a hard level, I breathed heavy and moved on. This is also more of a personal nitpick, but I wish there was some feeling of accomplishment with beating a level. What if it was like Katana Zero and Super Meat Boy, where you’re shown a replay of all of your runs? Not just unceremoniously switching to the next level. So, if there’s no extrinsic value of enjoyment in the stages, why should you want to replay them? The Tumors. And you’ll want to collect as many of these as you can, which I’ll explain later. The tumor collecting itself also doesn’t feel that great in my opinion. Once again, it’s rooted deep in frustrating game design, and you don’t feel accomplished when you grab one. Nor does securing a tumor feel great. Once again, in Super Meat Boy and Celeste, Bandages and Strawberries weren’t placed haphazardly. There were designated areas to collect them, which furthered your enjoyment (and skills, most importantly) of the game. In Super Meat Boy as well, you actually got shit for completing the game, like new characters and whatnot, not just an achievement on Steam (an issue I have with Celeste but that's beyond the point). But in here, it’s like doing chores on a chore list. It's not as satisfying, and I only exhaust like I did in the main game when I finally secure it. And shockingly, that’s all of my major issues with the game. Yeah, a short list no doubt, but the game never deviates from the norm. By the end of The Past, I was extremely burnt out with the game. When I went back to the first chapter (thankfully you don’t have to backtrack), I lost all hope for the game at that point. And then, the game decided to suckerpunch me in the dick. You know those tumors I brought up? Yeah. Now that’s your fucking LIFE COUNT NOW. I had 30 fucking tumors going in. And there were 20 levels in a single chapter, meaning I had to do each level while dying only ONCE EACH. Seriously, FUCK THAT DESIGN CHOICE. No game I have EVER played in the 21st century has cock-blocked your progression like this. Either have no lives or NOT, especially when it’s not even COMMUNICATED TO THE PLAYER. I thought Super Meat Boy had no lives to avoid players getting frustrated, so where did that design element go? Seriously though, what the FUCK is the correlation between the amount of tumors I got in The Past compared to The Future? This design choice single handedly ruined my opinion of The End is Nigh, and proved my point that this game is so poorly designed. I already wasn’t having too much fun to begin with, but pulling this at the halfway point is seriously sadistic design. Oh, but what if I wanted to go back to collect all of the tumors I needed? I essentially needed to REPLAY THE ENTIRE GAME OVER AGAIN. I’m not even kidding, the Fast Travel only allows you to warp to the beginning of each chapter, NOT the individual levels within said chapters. Why not divide each individual chapter up into 3 to avoid this issue, or better yet let us travel to each level? It’s not that hard. These two design choices killed all motivation to continue. The level design kind of sucked to begin with. I’m not interested in redo-ing the entire game but slightly more irritating.

The End is Nigh was such a letdown to me. I think I’ve explained well enough why I didn’t enjoy it, so I don’t really have anything more to say. Uhhhhhh play Blaster Master Zero ok thanks bye

Spelunky is a game that hates you. It’s randomized, filled with secrets and only a few helping hands throughout your adventure, and a few too many mistakes sends you back to the beginning of it all. There are no exploits, nor cheese to be had. There is only you, and your persistence.

As of writing, I haven’t even completed Spelunky, technically I’m not even a halfway through the game. So why am I reviewing it if I haven’t dropped/finished it yet? Because this is an experience that no other game has been able to capture. I’ve played numerous roguelikes in my days, with my favorite game of all time being a roguelike. Few (really only The Binding of Isaac) have managed to capture my attention like Spelunky. Unlike a good chunk of roguelikes which rely on the player’s reflexes and skill (which isn’t bad design for the record), Spelunky throws you into a random world and tells you to survive. You’ll find this incredibly difficult. Even with the less than threatening enemies, you’ll still find yourself dying over and over again. The goal to success is expirimentation, Spelunky’s strong suit. Since runs only last a few minutes each (10-15 minutes usually), I was more open to expirimentation with the game, compared to other roguelikes where changing my strategy mid-way through could lead to a lost run of about an hour (or so). This (and The Binding of Isaac) are the only two roguelikes that I’ve seen actually get this right, and it’s disappointing, because it works in both games’ favor, and I think a lot of roguelikes would benefit from this (ENTER THE GUNGEON.). Suddenly, as you play, once you bend the rules, rather than banging your head against a wall, the game responds accordingly. You’ll find that Dart Traps are activated with motion, and even by other enemies. So carrying anything will substantially increase your chances of survival. You can use one of the ladies as an extra HP point, use her as a meat shield for those damned dart traps, or sacrifice her for a chance at an awesome cape. You can steal from the shopkeeper which will give you several bonus items, but you have to fight him, which can easily lead to your death. And then he cock blocks the gateway to the next levels. I’m only scratching the surface of what I’ve learned through my 3 hours of playtime, and it’s not only because some of it is second nature at this point. I hope to learn more about Spelunky in my many more hours to come. I’m not sure if I’ll ever complete Spelunky, because it’s so difficult, but wishful thinking leads me to believe I will. I’ve conquered dozens of unabashedly difficult games in my lifetime, so Spelunky may be no different. But for now, Spelunky is a game that has made me feel little games have ever done. Even if you won’t see the credits, play this game. I hope you enjoy it as much as I do. (and thank you alpharad for bringing my attention to this game, love you dude :D)

"HEY!I Get your fat-ass out of the way!"
'ASS"? I think you meant my awesome fat tits, you cocksucker!"
These two pieces of dialogue taken straight from the game completely sum up this game's writing. It's like they tried to make Sonic Colors an adult-oriented sitcom

This review contains spoilers

EDIT: Slight change to Eden character description. 💖💖💖

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 (kind of like me). 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

DestroyerOfMid is foaming at the mouth rn

This review contains spoilers

When Rebirth released, it was clear that it was a smash hit. So of COURSE they would capitalize on Rebirth’s success. For the record, I've never played Afterbirth standalone until this review. It’s a good DLC, no doubt, but the quality difference between Rebirth and Afterbirth is a bit apparent. Rebirth is an incredible game, but Afterbirth is just a good one. It doesn’t really change the formula at all, instead adding more to the core gameplay, which is totally fine as Rebirth is essentially a perfect game in my eyes. So, let’s hop into the Basement once more, shall we?

Okay, right off the bat, Afterbirth sports some improvements over Rebirth. Numerous items have been altered, usually for the better. Numerous items, including Dr Fetus and Bob’s Rotten Head have scaling damage now, an inarguable improvement overall. Lost Contact now allows familiars to block shots as well. Numerous items can be stacked now, like Mom’s Knife shooting two knives. Head of Krampus now rotates occasionally. That’s sort of annoying, but I’ll take it. Flush now one-shots all Poop-based bosses, neat. Most importantly, a lot of new synergies have been added to the mix, most notably to Dr. Fetus and Brimstone. But, arguably, the most important rework; Troll Bombs now explode at random intervals, fuck you. Jokes aside, Afterbirth added a whole lot of tweaks to improve the gameplay of Rebirth, which is pretty nice to say the least. Sacrifice rooms are actually good now, there’s a fuck ton of new room layouts, and now if you’ve unlocked It Lives, a Deal door on Womb 2 now actually has a deal! It’s a lot of minute shit, but hey, it’s nice to see. The two major additions of this expansion come in an entirely new game mode, and also an addition to the already existing campaign. We’ll cover the latter first.

By killing Mom’s Heart in under 30 minutes, you gain access to the... Blue Womb? It’s not a major floor, which is a bit of a shame. It has 2 treasure rooms, a shop, and the Boss door, which houses... Hush. Hush... is in a weird spot. I don’t hate him all too much, but I don’t really like him that much, either. First off, you start off with a Blue Baby fight, and then after he dies... the real Hush spawns? Okay... He shoots a million bullets, which are decently difficult to dodge. God, when does this boss end? He has so much HP! And now he’s attacking really fas- oh, and I died. Okay... Hush has had an issue since Afterbirth that makes him ridiculously fast if he gets to 50% HP, and while it doesn’t make the fight impossible by a long shot, it does make the fight occasionally irritating. When you get a continuum attack combined with his eye lasers, be prepared to take damage, because I 100%, zeusdeegoose guarantee you that it will happen. Aside from that, the fight is okay I suppose. It takes a little long... Actually now that I think about it, Mega Satan takes a little longer now. What’s up with that? Well, this is called “Boss Armor”, a mechanic introduced in Afterbirth which aims to make fights more challenging for those who have higher DPS in a single run. Depending on your DPS (and actual damage stat), about 9% of your attack’s original damage can get cut to compensate for you higher damage. It’s a bit of a dilemma. Sure, it levels the playing field for those who have slightly less than desirable runs, but on the other hand, it doesn’t really make bosses “harder”. In the end, it’s not really something to knock against the game since it really doesn’t affect you too much in the long term, but it is something that I should note here. Hush is kind of disappointing, but he’s a harmless side addition to runs. Once you kill him at least once, you get an ending which depicts Isaac dying once more in the Chest, and then seeing his new life in Purgatory. After that, we see his Mom opening the Chest, only to find his skeleton. The ending is skipped on subsequent runs, and instead lets you go to the Cathedral or Sheol, just like in a regular Womb run. I really wish that the Blue Womb was a full floor, like almost every other end-game floor. In the files, there’s actually some enemies that go totally unused in the game, which is a shame. Having a big, open floor with a bunch of enemies to kill before you fight a boss would be cool. But as is, it’s just fine. Hey, at least you get 2 extra items for doing it! So... what else is going on in Afterbirth?

Well, the Basement also received some new renovations! Introducing, the Burning Basement, Flooded Caves, the Dankest Depths, and the Scarred Womb. These aren’t wholly new floors, but they attempt to change the fundamental designs of each floor, somewhat akin to curses. For example, the Burning Basement focuses on grounded enemies, rather than flying enemies. The levels have entirely new aesthetics and enemies, and I really like what they did here. All of the remixes slap HARD. Kave Diluvii is among my favorite tracks in the game. It’s pretty groovy and relaxed compared to the normal Caves track. Afterbirth’s soundtrack meets the bar of Rebirth’s, and fits in perfectly with the older tracks. Great stuff overall. Speaking of Basement renovations, there’s new room layouts!!! Uh... New achievements... Shit... Looks like we have to talk about the elephant in the room, right?

Greed Mode is a bit of a controversial game mode. Many dislike it, and believe it’s removal would be a net positive. Perhaps my spiciest take on this site, Greed Mode... is actually really fun! Yeah, it can get repetitive, and it does have it’s issues, but I think it’s a solid alternative to the main game. Essentially, you’re in a large ass arena, with a treasure room, boss pool item, and a curse room. You collect coins for each round you pass, and you spend them in a shop which holds various infinitely respawning pickups, and also items and trinkets. What I like about Greed Mode is that they try to keep the original Isaac spirit in-tact. Not only is there still secret rooms and the like, you can still earn deals. Whilst deals are no longer earned from no-hitting floors, as that’d be far too difficult, instead, you have to clear an additional round of harder bosses, which is a solid tradeoff. In fact, compared to the regular modes, Greed mode promotes defensive builds. Angel deals are EXTREMELY overpowered in Greed Mode, because you can get tons of more items thanks to the guaranteed chance. And since Angel deals tend to give more HP, Devil Deals are essentially irrelevant. Hell, even Devil Deals got NERFED. Now they have a bunch of... out of place items? Seriously, why is Technology here? Good item, but why is it here? And since red HP infinitely restocks in the shop, and are cheaper than soul hearts, why would you even go for a soul heart build? As I was making my way down, I noticed something odd. There’s 2 new floors, the Shop and... Ultra Greed? Shop is your typical Greed Mode floor, minus the treasure room and Boss item room; a weird omission but I’ll allow it. And then, Ultra Greed, the final floor... is seriously awesome! First off, you fight Regular Greed and a few other bosses, most of which you’ll clap within seconds, but Ultra Greed is the main attraction. He’s a fast and dynamic fight, spinning around, throwing hundreds of projectiles at you, and the slot machine attack always forces you to move across the arena, lest he gain a gajillion enemies to fight for him, or even heal. Also, this fucking song. It’s probably one of my favorite fights in the game, if I’m being honest. But once you kill him, he drops a Greed Donation Machine, and you can all tell where this is going. Yep, you gotta fill it all up for 100%. And don’t be so hasty with your spending in previous floors. Greed Mode challenges you to deliberately take less items in order to get more cool ass unlocks. Risk vs Reward, anybody? I would praise Greed Mode if it weren’t for one, small issue. The game crashed whenever I got to 109 coins in the Donation Machine. Yeah, I have no idea why, but they fixed it now. At least I can earn the new unlocks in Greed Mode. It’s pretty standard for the most part. Eve holds the Razor, nickel shopkeep- THE LOST HOLDS MANTLE NOW??? 10/10 DLC, BUY NOW. Wait a second, when did they fix this? 109 hours after Afterbirth’s release? Perhaps it’s a coincidence, or maybe they’re poking fun at themselves. What else is there in this DLC... Oh! What about the improved collection page introduced in Afterb- Wait, what about the 109th item? It’s Money = Power, that’s been in Rebirth for a while now. Maybe I’ll check over it one last time. “Where are you”? Wait... The Lost earns the Holy Mantle? He was datamined, right? How many hours after release? 109?! No... this can’t be! A NEW CHARACTER???

Yes folks, you heard me right. An ARG took place spanning the course of over a month after Afterbirth’s release, involving phone calls to numbers with pre recorded voicemails, to discovering Imgur links by converting Achievement text to ASCII code, to finding a Twitter account with a password by digging up a mini-statue with the account name and the password with it. THAT is fucking dedication right there, and really shows that they cared about Afterbirth’s release. But... who’s this new guy? Or, before I get ahead of myself, who’s this new girl? Lilith, unlocked by slaying Ultra Greed as Azazel, is a very familiar-centric character, who can’t shoot tears, but instead fights with an Incubus. She also starts with Box of Friends, which doubles all of her Familiars. Aaaand, that’s it! She’s not a terribly deep character to play. You essentially double your damage each time you use Box of Friends, and that’s it. Fighting with the familiar can be pretty disorienting at times, and exploding tears may as well be a death wish for those who dare pick them up with Lilith. If you unironically grab Dr. Fetus with Lilith, you are a US Marine, my friend. But, other than that, she’s decently fun. Anyways, the main attraction. The motherfucking KEEPER. Keeper is the Rebirth Lost of Afterbirth. The bottom-tier bitch that everyone hates to play as, except the Isaac die-hards who suck Edmund off daily. The Keeper has 2 “coin hearts'' and cannot gain anymore (he only heals with coins), which counts as red heart damage, meaning you cannot get hit for deals, and he has shit stats, but at least he has a triple shot. Yeah, he fucking sucks, Obviously. But the only reason I’m not raging out of my ass is that he holds the Wooden Nickel at a certain point, an activated item that has a 50/50 chance to drop a coin. The sad part is that he also has some pretty bad unlocks, meaning there’s no reason to play as him, discounting 100%. Sure, Deep Pockets is okay I suppose, and got a little better in Repentance, but the rest are kind of duds, and Sticky Nickels are effectively a downgrade. And of course, you have to do all of his marks in Hard Mode for 100%, as well as all of the other character’s marks. Now you have to do Hush, Ultra Greed, and now Mega Satan, from Rebirth. And hey, now once you get all of a character’s marks, you get a secret! Aside from the usual “pick up every item”, “do every challenge” stick, Afterbirth 100% is pretty relaxed compared to Rebirth. There aren't many achievements which you'll need a guide to get; in fact, the only miscellaneous achievement is Blinding Baby, which requires you to use Blank Card with The Sun. Sure, The Keeper may suck the biggest dildo imaginable, but other than that, this isn't too hard! In fact, they made some achievements easier, such as The Lost's unlocks, and getting Super Meat Boy and Bandage Girl! In fact, it's kind of… too easy? Now that The Lost is free-er than oxygen, not much stands between you and 100%. Keeper is mildly annoying, but if you can kill Hush as The Lost, you can definitely do it as The Keeper. Some challenges can be hellish, like Brains, but it's far from difficult. I'm surprised that they didn't double down on the difficulty, but eh, nitpicks, nitpicks. And with that, 100% in Afterbirth is finally ACHIEVED! Oh, yeah, 1001%! And the game called me a nerd, fuck you.

Afterbirth isn't as good as what came before it, that being Rebirth, but I think it was still a solid update to a phenomenal game overall. Sure, it might not be as groundbreaking as said predecessor, but treading new grounds wasn’t needed as Rebirth was already a damn good game to begin with. Afterbirth could only really add to said greatness, and I think that it works overall. Still as addictive as ever, and a pretty fun video game. But there’s one question that lays within everyone’s minds. What happens after a postpartum? A… postpartum… Plus… oh, I am in hell.

The Keeper of fate / Greed overwhelms, grasps the helm / Much wealth harms the health” - “Afterbirth” by zeusdeegoose, Written on 4/22/24

Fatherhood. It's the crux of the joke of this account, it's the glue holding together all the insanity and violence that the character of YourDadReviews portrayed through all of the reviews up until this point. While I'm sure there are many games that probably have better examples of fatherhood, I think Fallout New Vegas has ultimately become like the father I never had. Even to this point this game is always teaching me new ways to experience the journey, and on that journey we see a variety of fathers. Some are good, love their kids or are at the very least supportive of them, some aren't... I think the closest to YourDadReviews is Papa Khan, who is the patriarch of an entire clan of wastelanders. Much like Papa Khan, the character of YourDadReviews is haunted by his past. A past full of death, sexual gratification, drugs, and many other things. It was fun defining that past, making reviews and trying to tie it to the themes of YourDadReviews, but much like Papa Khan I wind up kind of stuck in a way.

I wanted to end YDR with a bang, something badass to wrap up the insane narrative I was weaving in my mind... but the more I think about it, the less I think such a character deserves such an ending. So, much like I do with Papa Khan in an NCR playthrough, I will silently kill YourDadReviews with this final review.

Thank you everyone for your love and support of YourDadReviews. Stay frosty.

P.S. The only April Fools joke here is that none of it is a joke.

I've got to come clean, here. I'm not really into most horse racing games. I mean, I like the idea, but pretty much everything I've tried has been really stat-heavy and management focused. They generally seem tailored towards those who are heavily invested in gambling, and following the fine details of what makes a reliable bet, rather than those who just want to play a nice horsey game. There are exceptions. Obviously, I'm really into the horse stuff in the Zelda and Red Dead Redemption games, if I'm ever lucky enough to come across a Final Furlong cabinet, that's a great day, and for all the convoluted design elements that comprise Bomberman Fantasy Race, there's a really fun arcade horse racing game at the heart of it (even if the horses are cartoon kangaroos and bipedal rhinoceroses). For a straight-up good horse racing game, though, I've never found anything that could compete with Pocket Card Jockey.

Its premise is actually quite relatable for me. Your protagonist wants to be able to win horse races, but has no aptitude for it. They're better at card games. Through a deal with god, you're allowed to compete in horse races via the medium of quick-fire games of solitaire.

This isn't just a fun facade to put on the front of a card game, though. It's not like a licenced pachinko or pinball machine with funny animations. This is a horse racing game first, and a solitaire game second. You choose a good horse based on their natural statistics, develop their skills as much as you can in each race, and attempt to carry them through a career before they grow too old and get sent to the farm to produce offspring. Between each game of solitaire, you'll need to decide where best to line them up with the rest of the pack to maintain speed and stamina, while sticking close to the inside lane for oncoming corners. You're making decisions as a jockey, and relying on your abilities as a card shark to stay competitive.

The solitaire stuff is dead simple, but deliberately so. Cards are arranged randomly in the tableau in front of you, with you drawing cards at random from your deck. If your drawn card is one number higher or lower than the one on top of a stack, you can remove it from the game. Clear the board quickly, and your stamina loss will be negligible. Don't clear it in time, or run out of cards before all the cards are removed, and you'll really feel the impact. One bad hand can ruin an entire career, and you'll be struggling to make anything of your horse before it's time to move to a new one.

It's how frequently your focus is shifted that makes Pocket Card Jockey so addictive. In the heat of each solitaire game, your whole attention is on drawing the right numbers, and looking out for good sequences of cards to leave on the table for a big combo down the line. Then you zoom out, and you're back to the race, watching stats and trying to find the best place to set yourself. Then you zoom out further, and you're looking at your horse's career, trying to pick the best races to put them in, and buying items to boost their abilities. And you can zoom out further still, trying to make sure you've got a good horse waiting for you afterwards, and picking out good breeding pairs. There's constant distractions, but that sense of momentum never goes away. It's all headed in the trajectory of becoming a champion.

This is all well and good, but what really holds Pocket Card Jockey together is its charm. If you hadn't known already, this is a Game Freak joint. While they're, understandably, most known for Pokémon, I feel their true character comes through most in their independent games, like Jerry Boy, HarmoKnight and Pulseman. They're relentlessly creative, and have a history of consistently lovable titles with great art, music and writing behind them. Pocket Card Jockey is a surprisingly funny game, and can blindside you with its dialogue and characters, while maintaining a friendly, unassuming appearance. It isn't afraid to go full shonen anime for the more intense races, transporting your steed into a neon-filled techno dimension as you rapidly draw cards looking for a 7 to place on a board full of 6s and 8s. Something like this could easily become dry and predictable, but Game Freak have enough tricks up their sleeve to make sure you're always having a good time.

Pocket Card Jockey was initially a 3DS eShop game, and was later revived as the Apple Arcade mobile title, 'Pocket Card Jockey: Ride On'. That's the game that's been ported to Switch. There isn't too much to distinguish between the two games, with the bulk of content, including the script, horses and races, being pulled from that original 3DS entry, though the fully modelled 3D races are a flashy new tweak. There are some low-level changes to the ruleset beyond that, but after a race or two, you'll forget all about them. The real change is how the game has been reconfigured for a single-screen format, and subsequently, a home console. The sacrifices are comparable to Splatoon or Mario Maker's Switch sequels, without a second screen to provide useful information. It also plays a lot slower with a pad than a stylus, with a lot of the design clearly tailored towards a touchscreen, though you don't have to give that up if you're playing in handheld mode. The controls have been mapped quite carefully for those who do opt for the big screen experience, though, and there's a real satisfaction in flicking the right analogue stick to draw a new card. It's not a game that works as well here as it did on the 3DS, but they're trying their best.

Be honest with yourself, though. Are you really going back to play your 3DS on the reg again? If you are, good for you. I'm sure you'll enjoy the original. For the rest of us, we're much more inclined to turn to the Switch when it's time to play a game, and it's great to have Pocket Card Jockey as one of our selectable games. It's welcoming, cheap, compelling, and sessions can run from five minutes to all day, depending on what you're willing to put in to it. Look at my top five favourite games, and you'll see that four of them are available to play on the Switch. In a robust library of all-time classics, it's really great to see Pocket Card Jockey come into the fold.

This review contains spoilers

Back on Splatoon 2's FinalFest, I was in Team Order. Not only did it strike me as the preferable moral choice, it also seemed like the less hacky threat to theme the next game around. I don't think there's a Nintendo baddie who wouldn't align themselves with Team Chaos, and it seemed easy to picture how that would pair with Splatoon's colourful, forever teenage aesthetic. I wanted to know what an orderly Splatoon would be. It seems the developers were fairly inspired by the curious prompt, too, as they pretty much ignored the divine authority of SplatFest results to deliver this vision as a bit of DLC.

Side Order has a pretty conservative approach to random elements, and that's both a good and bad thing. While I was pretty cold to the idea of Nintendo's new generation of developers handing over the game design tools to an algorithm, the levels here are all tailored with the same care they've traditionally put into the series' single-player content. There just isn't all that much of it. This is billed as a mode that you can play endlessly. One run through Side Order takes roughly half an hour, and the bulk of any two runs will be spent on the same stages. The variables are meaningful, and help to build skills you can carry over to the main multiplayer content, but I don't know if it'll have much meaningful impact outside of Splatoon's active playerbase.

Each run through Side Order asks you to select a pre-made weapon loadout and presents you with 30 floors of a tower to beat. Each one presents you with a random selection of three levels to pick from, each marked with their own difficulty rating and completion rewards. Levels each come with one of five objectives, and all involve either chasing or defending a target while fighting off oncoming enemies. It's fun, but it doesn't really offer the variety or complexity of a typical single-player campaign. I don't think anybody outside of the most hardcore fans will play through it with every loadout.

The thing is, Splatoon gets to use its characters, aesthetic and themes as a crutch. For the most engaged fans who lap up this stuff, this side of the DLC makes up for the relatively shallow pool of content. There's a lot of direct callbacks and narrative ties to previous games and a good amount of Splatoon deeplore stuff. It just seems to repeat a lot of the same beats we've already seen, and the only people who will care about this aspect of the content are the same people who will be bothered by those things.

It's a big showcase for Splatoon 2's pop duo, Off the Hook, with Pearl acting as a Bowser's Fury-style drone partner, taking out swarming enemies and shouting out words of encouragement as you play. She's a pretty good fit for it, really. It was kind of funny to see Marie take a similar role in Splatoon 2, trying to inspire action without losing her cool, but if Splatoon wasn't so committed to its characterisation, she'd have been hooting and hollering like Pearl throughout it. Dialogue and unlockable written content relentlessly reinstate how much Marina and Pearl love each other, though despite the burgeoning enthusiasm from a significant segment of the fanbase, it appears we're not going to see explicit confirmation of a gay relationship in a game from the publishers of Tomodachi Life anytime soon.

Playing through Side Order with different weapon loadouts (each one themed around a familiar Splatoon character, of course) will unlock further weapons, in-game cash to spend on upgrades, and entries from Marina's diary. These act like the Squid Sister Stories did in the runup to Splatoon 2, offering us a little insight on Marina's perspective following Team Chaos's victory, but it's relatively perfunctory. Marina's a fairly pristine character, uniquely talented in a range of interests, and full of love for everyone. It's hard to imagine her doing something maliciously. The developers have far less conviction in pinning her as a villain as they did for Callie in Splatoon 2, putting a lid on the possibility before you even see Side Order's opening titles. It's a little underwhelming, but I respect the team's commitment to established characterisation before everything else. We might get less exciting stories for it, but when the fans watch the concerts, they fully believe in those dancing fish people. You don't want to mess with that.

I'm a little anxious that the politics have taken a bit of a backseat in Splatoon now. Pikmin 4 was guilty of the same, and I really don't want it to be something Nintendo shies away from. Octo Expansion took a really big swing on this stuff. Not only did it deliver a fairly earnest anti-racist message in a way that really complemented the established characters and setting, I was fucking thrilled with how it put the game's ecological message into stark view. Implying that there's something to be learned from the energy and passion of the youth movement of the late sixties, by homaging Planet of the Apes' post-apocalyptic revelation with its sunken Statue of Liberty, but also presenting it in the most Splatoon way possible, with you grinding around it on midair ink rails to a thumping soundtrack and rapidfiring at Lady Liberty's pulsing weak spots. It's difficult for me to think of any part of a videogame that I love more than Octo Expansion's final hours. I was with Splatoon since Day One, and this was the perfect way to tell me that my good will had paid off. Presenting the oncoming climate emergency and subsequent extinction of the human race, not only as a solid fact, but a rollercoaster with popstars and dualwielded uzis. There's nothing like that in Side Order. Just a loose implication that dogmatic authoritarianism is a flawed attitude. It feels pretty lame by contrast. I don't know if anybody else gets as much out of this side of Splatoon, and I don't think they can repeat that high. I just feel obliged to keep prodding the developers to get radical again.

That's not to say that Side Order makes no meaningful progress on the story. Following up on the liberation of the Octoling army, we're given some insight into who those people were and how their lives have changed since. It's significant to our understanding of Marina, and shows commitment to the continuity. It didn't stir me too much, personally, but if there had been so much as a comment from a Squid Sister, I know I'd have been far more invested.

Completing Side Order gives players the ability to set Splatoon 2's Inkopolis Square as their main hub. It's kind of weird to be seeing nostalgia for a game on the same console, but with all the signs that the Switch may be wrapping things up, there is a bit of ennui in going back to the 2017 stuff right now. As a big fan of Zelda, Mario and Splatoon, that year was a complete thrill ride for me. Not only was there excitement for this new console, we were giddy for a version of Nintendo that put all its focus on a single platform. There seemed to be a massive new title every month, for a while. As remarkable a system as it became, I think it's fair to say it didn't really carry on that same trajectory for long. With Tears of the Kingdom, Xenoblade Chronicles 3 and the Mario Kart 8 DLC, it feels like Nintendo have just been trying to repeat those 2017 successes, rather than continue on that journey of invention. Splatoon 2 is good, Splatoon 3 is good, and Side Order is good, but Octo Expansion had me thinking the series would change and get far more ambitious. I don't think that's happened. It's like we've seen everything it can be, and all we can expect now are minor tweaks. I still want Portal 2/Resident Evil 4 structure in single-player Splatoon. I just have far less faith it's going to happen, now.

I'm the kind of fan who paid for this as soon as possible to get access to the Splatoon 1 hub. Of course this is what my criticism is going to look like.

Every time I hear the "Shakira Shakira!" in Hips Don't Lie, I think of the caged Marios in this modified Speedy Gonzales bootleg.

This review contains spoilers

I think Yakuza 8's tone is best summarised by a multipart sidequest, where an old man asks you to comfort his dying wife by finding a way to make it snow in Hawaii. By the end of it, Kasuga is on a rooftop throwing handfuls of shaved ice with a gang of naked nappy fetishists.

Fun is fun. It is. It can be difficult to enjoy when we're more interested in the serious stuff, though. For Kasuga, Yakuza 8 really works. After all the homeless villages, abandoned buildings and sewer dungeons of 7, it's great to see him having fun in friendly, sunny Hawaii, pressing the Aloha Button to befriend everyone in town with his infectious enthusiasm. This is still an RPG, which only makes sense for the man who found his role models in Dragon Quest. It's really weird to use this game to attempt to tell a very significant chapter in Kazuma Kiryu's story at the same time.

I'm not saying they did a bad job of it. Just weird. In its later sections, the story gets quite relentless in recalling events from previous entries, and paying homage to the earliest games. So it's weird that he's doing it all as an RPG, imagining aggressors as Dragon Quest-style monsters, forming a party of Ichiban Kasuga's friends, and keeping everyone who ever held a personal significance to his past at a distance. It never really convinced me. I didn't fear for his life. They'd surely be doing better by Kaz if these were to be his final moments.

Yakuza 8 also pairs Kasuga against a new rival character of dubious morals. It's easy to see what they're doing. Kasuga inherited Kiryu's earnesty and selflessness, and Majima's larger than life personality. That leaves Yutaka Yamai with Kiryu's seriousness and Majima's unpredictable scariness. The two have a fairly similar dynamic, and it could feel like we're retreading old ground before long, but it still feels fresh right now. It's still surprising when scary Yamai goes against the odds to do a favour for Kasuga. With Majima, there was always a sense that it was fun for him to keep Kiryu-chan around, and maybe he was toying with him. If Yamai does it, it's because there's more humanity to him than he lets on. I don't know how deep you can mine that, but it didn't take long for Majima's shtick to get comically worn out, either. That kind of worked, though, as he became a lovable irritant against Kazuma's stoicism. I guess Yamai could serve to pull Kasuga back in line if he's going off the rails, but that's all up in the air at this point.

Anyway, story and tone aside, the game is fun! That's what they're going for, here. Bright, cheerful holiday setting. There's a Crazy Taxi homage food delivery minigame, a Pokémon Snap parody where you photograph wandering perverts, and an enormous number of big daft sidequests. It's quite happy to get loud, stupid and obnoxious, but it works when it's paired with characters you really like and believe in. Even the most lowbrow public event can be fun if you've got good friends with you. Again, this is more Kasuga's game than Kiryu's, though the message of opening up and putting your trust in others does play into his story, even if it's a little awkward in a game that's this Kasuga-hued.

It's a bit all over the place, really. A game this enormous lies on its variety, but it undermines the tonal shifts quite often. There's serious stuff here, and curiously, a lot of overlapping themes with MGS1. The failings of nuclear waste disposal, the discovery of a vengeful brother, and a new generation of soldiers/yakuza in a world that no longer needs them. Besides that, it's quite refreshing to see a Yakuza take on American culture, with its racist police and cruel disregard of the homeless. It's fun to see these topics covered by a series with this kind of poetic melodrama and infallible heroes.

Seeing a Yakuza game that primarily takes place in an English-speaking country is a real sign of how far the series' global popularity has come. They've incorporated American writers and voice talent in a way that would have seemed inconceivable back in their struggling PS3 days. There's a fairly absurd conceit that pretty much everyone in Hawaii is a fluent Japanese speaker, and the game pretty much forgets the dynamic of non-English speakers exploring an American city after a few hours. The Japanese audio track has a fairly awkward approach to it, really. Characters who are written as bilingual sometimes have separate actors for their English and Japanese dialogue. A few of the bigger characters have their Japanese actors record both parts, and some of them are supposed to be native-born American citizens. Suffice to say, they're not very convincing, and the subtitles are doing a lot of heavy lifting. If you want to play a version of this game with fully coherent English dialogue, there's a full voice track just for you. I'm just glad these games give global audiences a reason to become Akio Otsuka fans.

Even if they don't really work for Kazuma's part of the game, I still find the RPG parodies cute. Some of the Pokémon stuff, about how Hawaii is a "different region", "blessed by the Sun and the Moon" made me smile. They're working overtime, not only translating in-jokey dialogue for Japanese fans who know Pokémon, but turning them into jokes based on how the franchise has been presented in the west for the last 25 years. Yakuza localisation staff ought to have the same level of societal respect as astronauts and medical scientists, and I'm totally in their camp when they do something corny and absurd like explaining that Sujimon are dubious figures who make people around them "Super Jittery". Thousands of white guys know how to play mahjong because of the boundless effort of these professionals. We should embrace their sweatiest reconstructions of stupid Japanese puns.

Yakuza 8 is huge, features multiple cities, and a bunch of optional content. There's one that overwhelmed my playthrough, though, taking me out of the thrust of the story for almost a full week-

DONDOKO ISLAND

Dondoko Island introduces itself as a straight-up Animal Crossing: New Horizons clone. It's a tropical holiday resort that you have to help to rebuild. You catch fish and insects, chop down trees, break rocks and construct furniture to sell to the shop. It makes no secret of its inspiration. It's a blatant parody. The shop even swaps out its three pieces of furniture on display each day. It's once the grounding has been established that it really shows its true form. You're attempting to make the island as pleasant for visitors as possible, to get cash. This isn't Animal Crossing. It's an old Maxis/Bullfrog PC sim game on top of Animal Crossing. It's frighteningly addictive. Each day is a rush to collect resources, construct souvenirs and attractions for the visitors, and defend the island from fly-tipping pirates. There are actual real-time fights in this, though they're simplified to one-button attacks and dodges to keep things snappy. You have a life-bar, and if the enemies do too much damage, you might want to call it an early night to fully recover. You'll also want to upgrade your tools to fight and mine more efficiently as you make the most of each day. The days last about 10 minutes a piece, and feels ever more frantic as your resort and visitor numbers expand. Got to fill out that daily checklist, gather the resources for that dream project and maybe even fix up your house a little, if you somehow find the time somewhere. You try to be as efficient as possible, but there's no chance you're getting everything done. Thankfully, there is a definite end to the expansion and subplot. A point where you can call your work done, and return to the main story. Even after that, though, it remains one of the easiest sources of income in the game. When you're short of scratch for a new weapon, it's very easy to jump back on Dolphine and sink a few more days into island management.


Yakuza 8 is fun. It's mock-significant, and having finished it, I don't know how much of its story will have long-term impact. We got a few new characters out of it, and some more depth to their relationships, but they continue to kick the can down the road with Kazuma Kiryu's hypothetically inevitable departure. I never felt like Kasuga's crew were the most important people in Kazuma's life, or that the new baddies really held that much personal significance to him. If we're going to get Kazuma Kiryu stories, they'll need to be in Kazuma Kiryu games. As good as it may be, it just doesn't fit into an Ichiban Kasuga one. I never thought I'd end this asking for another Kazuma Kiryu game, but we're not ending his story like this.

Hideo Kojima's career is fascinating, and it's not something you can hope to find out about from "The Official Version". You kind of have to dig into old interviews, and have first-hand memories of long-delisted websites and discarded promotional material. GW has erased the ugly details, but I can't say goodbye to yesterday, my friend. Kojima thrived on the sidelines. He was originally hired as a project planner on Konami's MSX team, in the offices that the management didn't pay much attention to. The high-stakes positions were all working on Famicom and arcade games, and Kojima spent the first decade of his career in the shadows, catering to a small, enthusiast market with Japanese home computer releases and text-heavy adventure games. It's easy to over-romanticise this era. It wasn't easy. There was a lot of mismanagement and the expectation for relentless crunch, with many members of staff spending days on end in the office without leaving, but the games that came from those teams were pretty special. They were purposefully constructed, delivering a clear worldview and commenting on the ethical dangers of scientific developments in a politically unstable world. Then MGS1 was a huge international success, and all eyes were on Kojima.

From the early days, it was clear that Kojima had a unique confidence and self-belief. Some may call it ego or even narcissism, but it's what gave him the drive and ambition to attempt blending dense, socially relevant stories with traditional videogame action. When the bulk of the Japanese games industry was still hiding behind publisher-insisted pen names, Kojima opened Metal Gear 2: Solid Snake with an introductory credits sequence, naming each member of staff, saving himself for the biggest credit. It made sense. MSX2 owners who'd played Metal Gear and Snatcher knew that there was a rare quality to Hideo Kojima's games, and Metal Gear 2 was the promise of the Kojimiest game yet. Policenauts would similarly promote itself on the name of its director, delving into the production process with behind the scenes books and bonus discs that were fairly uncommon forms of game merchandise in the mid-90s. Before MGS1 had made the west aware of him, Kojima was putting his face on soundtrack CDs. He wanted the spotlight, but he didn't know how demanding it would be of him.

Metal Gear Solid 2 was announced, and was propped up as the game for the new millennium. The one thing that would chrysalise the medium into a new form. In tandem with the growing interest in the internet, the significance of home computer ownership was really taking hold. DVD players and digital TV services were selling themselves on "Interactive" features, reportedly blurring the line between audience and participant (we didn't know at the time that the peak of this technology would be Beehive Bedlam). Sony were convinced that Windows PCs were too technical and business-focused for mainstream adoption. There would be no overlap between the computer and the living room. The word at the time was that the PlayStation 2 was going to be the thing to take people into this new, interconnected era, and traditional forms of entertainment would become a memory of the 20th Century. The promise of the "interactive movie" that had been dangled towards early adopters of CD-ROM, finally coming to fruition. From Final Fantasy X to Oddworld: Munch's Oddysee, and perhaps most ridiculously of all, Tomb Raider: Angel of Darkness, many new titles were selling themselves on the promise to bridge the gap between these mediums, but for many, MGS2 seemed like the best bet to accomplish it. That's a lot of pressure for a game where you navigate boxy rooms, avoiding blue vision cones.

Metal Gear Solid 2 trailers were bold. Not only were they promising a game with unforeseen levels of interactivity, but wild narrative swings. We were told Solid Snake was dead. We were told he was the leader of the terrorist organisation putting the world at ransom. We'd anticipated a game that would radically shift our perception of the prior one. When we eventually bought the game, we swallowed the bitter truth when a mysterious Navy SEAL popped up with David Hayter's voice, taking fire at a horny vampire.

Reading pre-release interviews with Kojima, it's clear that he was as convinced by the potential as anyone else. He talks about character movement being impacted by changing wind direction, the integration of voice-recognition and online support. The end results are so compromised that you might not even notice them in the game. The network support got nipped and tucked at so much that in the end, it became an online competition for the opportunity to have your name appear on an in-game dog tag, and a browser-only leaderboard system where you could post your completion stats after you finished. The voice support, adding user-expression to the long, dense CODEC calls? That's the ability to press R2 to have your character audibly think a weird retort. "WHATEVER!" These are the limitations of not only the PlayStation 2 in 2001, but the ability of a Japanese development studio to deliver an action game on new hardware in a three-year project.

MGS2 couldn't live up to those initial ambitions. It didn't fully satisfy those dreaming of something new and transcendent. It was MGS1 again with extra buttons. But oh, what buttons!

MGS2 has so many cool little stealth moves to play around with. You get a real sense of your own ingenuity as you figure your way through each section. VR Missions was everything that MGS1 gameplay could offer. The developers knocked their heads against the walls, spinning its systems off down every conceivable avenue. The frustration of these limitations directly inspired the techniques players could make use of in Sons of Liberty. Players would be able to interact with guards much more intricately, threatening them at gunpoint, disabling walkie-talkies, injuring specific limbs, and shaking them down for extra supplies. Snake and Raiden could roll (or cartwheel), hang from railings, and pop out of cover, ready to fire. Most crucially, you could now aim from a first-person perspective, allowing for much more deliberate action in shoot-outs, or just fuck about with the set dressing to see how many clips KCEJ recorded for the sound of shooting a frying pan with different guns. Shenmue had set a new precedent for how interactive a 3D world could be in a game, and MGS2 picked up the baton to explore how that degree of tangibility could benefit Metal Gear. Hardcore fans who had bought Zone of the Enders solely for the opportunity to play a small section of this game would become intimately familiar with all the quirks and potential of its gameplay, hungry to see how they would be explored in the full campaign. I'm not convinced the Big Shell was the best possible pay-off for these hopes.

It isn't just the fact that players got to spend more time with their favourite muscle man that makes the Tanker section so beloved. It's very purposefully designed to explore MGS2's mechanics, and refreshingly, it borrows little from the structure of the MSX games. Metal Gear had already spent multiple generations reworking and refining the same, familiar setup, and it was exciting to see the series do something different. There's no hostages, no NIKITA puzzle, no underwater facility entrance. It was doing new things, taking out security cameras, shaking down guards for supplies, and sneaking past an audience of a hundred soldiers during a speech. It was exciting. But those old tropes were waiting for us, just around the corner. Justifying themselves via a metatextual reflection upon the previous game.

MGS2 is discussed in hushed, reverential tones these days. If something seemed weird or stupid, you obviously didn't get it. It had been relatively easy to understand a story about genetic inheritance, but memetic inheritance seemed far more abstract. Snake was a son of genetic inheritance, being a clone of the world's most prized soldier, and Raiden, the son of ideological inheritance, with Solidus killing his parents and fostering him as his own brainwashed soldier. Every action he takes is accompanied by a question of how he's being manipulated, and by whom. There's an awkward balance in the game being both radically incisive and incredibly schlocky videogame trash. Whenever it did something too absurd or outright crap, we took faith in the notion that nothing was quite what it seemed. Like there was a hidden truth that would make it all cohesive and brilliant. It was up to us to find it, and if we couldn't figure it out, we could always just pester Kojima and Konami to produce a much more pandering sequel. Full of retcons, underwhelming reveals, and relentless goalpost shifting. Was there ever value in MGS2's outlandish paranormal activity? Did Kojima ever have an answer before his arm was twisted enough to yell "nanomachines" in response to every question? Are we ashamed of our words and deeds for ever thinking the whole of Shell 2 was agonisingly tedious?

Discussing MGS2's story is a sticking your hand in a can of worms and finding a worm-filled rabbit hole at the bottom. A dense, purposefully confusing, and often prescient script. It also has roots in Kojima's 80s action game design, where storybeats are mainly included to intrigue its audience enough to continue playing. Kojima's handwritten script is filled with footnotes, explicitly referencing the Hollywood blockbusters he ripped each idea from. MGS2 was the point where much of Kojima's games became dictated by the promises he'd made in press interviews and pre-release trailers. MGS4 staff have talked about spending months solely working on moments to include in trailers, and then retroactively having to build the game around those moments. That approach started here. Shallow instances of mindblowing spectacle, engineered to shift product with little concern for the long-term impact. Ocelot's arm, Vamp's superhuman abilities, basically everything to do with Dead Cell - they're weird twists, and typically just for the sake of having a weird twist. Vamp's gay relationship with US Marine Corp commander, Scott Dolph, appears to be entirely a sophomoric in-joke targetted at Kojima's then-personal interpreter. MGS2 is simultaneously an earnest musing on the nature of propaganda in the digital age, and a very stupid videogame with absurd arcade game bosses. I don't want to make out like all the silliness is purely problematic or mishandled. There's moments of fun and whimsy I enjoy. Slipping on birdshit and the guard taking a leak off the side of the Strut L. Fatman. It's not the focus, but the old frivolous MSX personality is still here. Just muffled by all the pretension surrounding it. On your first playthrough, you don't know whether you can just enjoy something as a daft joke, or if it's hiding some deeper layer of significance. MGS1 had one foot in gaming's history and another in its future, and MGS2 attempts the same, with messier results in either respect.

The game's English writer, Agness Kaku, has discussed the thankless job of attempting to make MGS2's weird, convoluted script sound engaging through its translation. A lack of reference material, character limits, and heavy rewrites from Konami resulted in the game we have today. It's also clear that she doesn't have much regard for Kojima's script, and attempted to inject it with a richer sense of character and more entertaining dialogue. Many gamers would feel take strong objection to someone, particularly a woman, tinkering with the script from a visionary of Kojima's status, but the bulk of MGS2's most beloved English lines are embellishments on Kaku's part, and her political and literary knowledge lined her up well for the subject matter. However, Konami's insistence on literal translations of certain lines, paired with her personal distaste for Kojima's writing, made the final script fairly patchy and inconsistent. As talented a voice director as Kris Zimmerman is, there are lines of dialogue that are delivered in very odd ways, suggesting the cast didn't really understand the intention behind them. By contrast, Kaku's work on Katamari Damacy presents quite an interesting dynamic. That was a similarly text-rich game, but one with a much more playful tone, and a less demanding writer. She was allowed to completely rewrite the game with very little direction, and the final result was a delight. Katamari writer/director, Keita Takahashi has gone on to learn English at a high level and now lives in San Francisco, where he's expected to speak it as his main language. I wonder if he's ever gone back to look at the English version of his PS2 game.

Metatextually, MGS2 benefits from a constant feeling of distrust. To know whether or not you're seeing the real version. There's an additional distrust of censorship thanks to the game's Q4 2001 release date, the story of terrorists causing destruction and political instability off the coast of New York City, and public sensitivity to the subject matter at the time. Following September 2001, there had been late-stage edits to the game, and as an audience, we can't be sure how compromised the final release is, but even without the real-world parallels, the game is filled with themes of how lies spread and ideas take hold. From the once-tortured child soldier, Raiden, to Peter Stillman's faked disability, to Otacon's disturbing family history, every character in the game has an uneasy relationship with the truth, denying their personal trauma to the world. By the Big Shell portion of the game, there's a question over whether they're real at all, or merely a projection of an elaborate AI construct. Sections of the game that are teased - boss fights with Fortune and Ocelot, as well as the bulk of Shell 2 - go unfulfilled. Raiden breaks through enemy security by lying about his identity, pretending to be one of them, adopting their uniform, and manipulating their body to trick a retinal scanner. Raiden's first quest in the game - disabling a series of explosives - turns out to be an elaborate decoy, while Snake discovers the real bomb off-screen. Snake is playing the real game, and Raiden is still in the VR replica. The Solid Snake game that had been heavily promoted at trade shows and plastered on magazine covers for years beforehand didn't exist. It was all just part of the simulation. This is the dynamic of MGS1 and 2.

The truth of the situation only comes through in the ending.
"It doesn't matter if they were real or not, that's never the point."
"Don't obsess over words so much."
"Everything you felt, thought about during this mission is yours. And what you decide to do with them is your choice..."
Kojima couldn't make something that transcended the medium of videogames. The Emotion Engine was merely a new CPU, comprised of silicon soldered to a circuit board, and shipped to millions of homes within SCE's new electronic toy. When the PS2 became something people could touch and own, the best it could do was play rushed versions of TimeSplitters and SSX that would soon be rendered obsolete by their immediate sequels. The dream was over. The boundaries were brought into stark focus. Metal Gear Solid 2 would be little more than The New Metal Gear Solid, despite the discussion, obsession, interpretation and reinterpretation it would provoke. With the constant focus from fans, it became more than it was. Value was seen in it, and thus, it was there.

Metal Gear Solid 2 changed my relationship with videogames, and not in ways that either its developers, or I, may have hoped. It made me aware of the inherent limitations. Before it, the future of videogames seemed like a boundless, infinite expanse. They could be anything. They could transcend physical limits. They were another dimension. A world of pure imagination. Afterwards, I became aware of just how tethered they were to reality. They were the result of project plans, processing speeds, staff sizes, managerial oversight, limited talent and budgets. They became infinitely smaller. Less significant. Cute. They didn't reflect the limitations of their creators' imaginations, but their ability to deliver a project with realistic expectations. It levelled the playing field. Now, MMOs, which promised entirely new worlds for players to live in, were dragged back to the same context as Pong. It made me realise what a game was. I came to the other side of that, and still loved it. To call it a disappointment is denying the growth that we needed to take. As fans, creators, and an industry. We're currently living through the investor class catching up with PS2 gamers, getting hyped for Final Fantasy XI, kidding on like we're going to spend all our free time in the fucking Metaverse. We all need to accept reality, and learn how to live in it. To appraise videogames with maturity. Let's all calm down and see how big a score we can get on Dig Dug today.

Metal Gear's biggest crime is putting people off from giving Metal Gear 2 a proper go.

This is a very rudimentary version of this concept. Practically a prototype. They haven't learned all the beats yet. Screens exist as their own self-contained states, resetting after you walk into a new one. The radio only works on a handful of screens, and there's little indication of where you ought to be using it. There are also so many leaps in logic and entirely hidden primary objectives, that a walkthrough becomes a requirement. At one point, with no hints or guidance, you need to find an item by exploding your way into a secret room, and unlike the version of this puzzle that appeared in an incomparably superior sequel, the walls are not a different colour.

This was made on a tight schedule from inexperienced staff, and it doesn't do a lot of the things that fans of the later games may be looking for. If Zelda 1 seems too barebones for you, you ought to remember that game was from world-class pros who'd already made Super Mario Bros and Donkey Kong. If any of the staff of Metal Gear 1 had worked on anything before, it was stuff like Magical Tree and Monkey Academy.

Still here? What the game has to offer is atmosphere. It's very much an 80s videogame, but the theming is so much grittier than anything that tried to cover the topic of war or militaries. Outer Heaven is a dark, depressing location. It's all these wide, unpopulated corridors, weird pillars and army trucks. Like it was a third world factory that had been gutted and repurposed by a would-be dictator, or something. Of course, it's all just playing pieces in an action game, but there's a lot of space for headcanon. Indoors, it's unlit and under constant patrol from guards, and outside is covered with landmines and attack dogs. It feels precarious and desperate. There's constant suspicion and danger, and the THEME OF TARA completes the package beautifully.

Metal Gear has a bunch of ideas. Most of them take the form of one-use items, but they're ideas nonetheless. You disguise yourself as the enemy to gain entry to a building, gain a parachute to drop into a blocked-off courtyard, and most iconically - hide inside a cardboard box to bypass security cameras. Using a remote-control missile to blow up a generator for an electrified floor? That's been part of Metal Gear since 1987, baby. There's also a ranking system, based on how many hostages you've freed, determining how much health and ammo you can have - something that's secretly still in the series as late as MGS1 (when Snake eats a ration after a boss and gets a bigger life bar). These little ideas break up the simplistic gameplay, and when it works well, it stops feeling like the Tiger LCD game it often resembles and becomes a top secret mission.

It's easy to see why Kojima thought he'd be better suited to text-based adventure games than free-roaming action games, as the flights of fancy don't often complement the core gameplay, but there is a bit of the explorational appeal that would be developed in later Metal Gears, the Zelda sequels, and games like Metroid and Resident Evil. There's always a bit of excitement to discovering a new key card, wondering which of the previously inaccessible doors you'll be able to open. It's tangible progress, and it feels dead cheeky bypassing each subsequent clearance level in this regimented military fortress.

Does it hold up without association with the later games? I mean, it does as an MSX2 game. Games of this vintage don't often offer Metal Gear's depth, unless they're RPGs, and most of those are far more tedious and scrappily designed than this. I refute the notion that old games can only be appreciated for their historical merit. Super Mario Bros 3 is brilliant fun, whether you're playing it on a NES or discovering it for the first time on the Switch. People were happy to pay full-price for it as GBA title, 15 years after its original release, and rightfully so. Metal Gear requires much more patience and open-mindedness to play. Yes, there's an appeal for series fans to see the first time many of its ideas were attempted, but that only takes you so far. This is a very bullshitty old game. Checkpoints are only logged at each elevator entrance, and there can be a hell of a lot of progress between each visit. Metal Gear TX-55 itself needs to be defeated by memorising a 16-part sequence of which leg to place each explosive on, and if you get any part of it wrong, you have to start over. And the "plot"? Even in this post-Subsistence localisation, it only amounts to about five dialogue boxes, and you won't know which of them are supposed to be significant unless you've heard how those moments are mythologised (and massively expanded upon) by the sequels. We've osmosised ideas about Gray Fox and Big Boss and Outer Heaven over the years, but the reality is no match for the legend, I'm afraid. Don't let anyone tell you you're missing out on a crucial part of the series if you skip this one.

It will add to your appreciation for the later games, though, if only because you'll see how much better these ideas can be done. And people who have played both MSX Metal Gears tend to be far kinder to MGSV's ending than those who only know the Solids. If you're a big fan of the series, I won't tell you not to play this. Just make sure you stick with it, at least until the first boss. I promise it picks up after that.

I appreciate NSO's week-long trials. They're liked being lowered into hell and then hoisted out before it consumes me completely. I don't respect Vampire Survivors. I get it, though. It's a simulacrum of a game. It's satisfying to move the analogue stick in a circle for thirty minutes and watch the upgrades come flooding in. As an unabashed timewaster, it's pretty effective, but that's not the nature of this, is it? I will never play it again in my life. I know it's what awaits me afterwards.