there's a 15 year old review of ikaruga on youtube from a guy named xoxak and ever since i saw it i have to start every playthrough by saying 'this cannon shoots you into this awful world'

slaps roof of car
this bad boy can fit so much Battle on the Big Bridge in it

the first time i played this game i thought it had timed hits like super mario rpg, so i went through the whole game trying to find where the sweet spot was. crono with the rainbow sword has a 70% crit rate so i just thought i was really good at hitting the timing with him by the end of the game.

the wind is pushing me into another cave with some goblins and a roborant in it

phenomenal characters, world, and storytelling. some of the dialogue in skies will stay with me forever. but if you're going to make a game that's 60% combat, you need to design a fun combat system. the excuse of "this is how JRPGs were back then" does not work when your game originally released the same month, on the same console, as Grandia 2.

the perch goes here. the clam goes there.
>bad
the. perchgoes. here.... theclam. goes..... there.
>good

the cruelty of grandia 3 is that it baits you with a fantastic story hook. you're introduced miranda, a super endearing former adventurer who left her old life behind to care for her newborn son, now old enough to be taking pilot lessons. she meets up with a cool gambling fisherman guy with his own boat and a dream of charting a map of the whole world. miranda struggles with leaving her son for the first time in their lives, but embraces the chance to explore the world all the same, and sails off into the unknown with the only other interesting character in grandia 3. we never see them again.

i would have loved a game about a single mom rediscovering her youth and that sense of adventure with her gambling addict fishmonger boyfriend. instead we get her shit kid and some anime stand-in characters.

i think grandia 3 is the pinnacle of jrpg combat systems, and all it needed was one character and a world to care about to make it perfect. we could have had a classic.

had an annoying bug where the person in first would lag when choosing to go left or right at the bunki, so the game wouldn't load either option for anyone else, resulting in the rest of us driving off into a blue nothingness until the game crashed. other than that, it was fun as hell. towards the end of the active online scene, everyone was racing 15 stage continuous and getting about the same 14 minute times, so every corner had 5 or 6 of us drifting in tandem. bunch of boomer arcade racing game nerds celebrating what we thought would be the last we'd ever see from Sega AM2. good times.

understands that designing a game around a score attack system based on replaying levels requires designing levels worth replaying in the first place.

moon of mahaa kalaa should be a technique rather than an accessory.

alraune is a toku villain and cutie j is the rider we deserve.

tied with bayonetta as my favorite game to not have a single good boss fight in it.

looks like we got ourselves an old fashioned Sega Rally Championship

The original release of this game, Battle On The Edge, had one of the coolest first stages ever. It was a biodome with a really high glass dome with a jungle section with waterfalls and stuff behind it. It was beautiful, like one of those fantasy tracks from SCUD Race. They completely removed it from the updated Power Edition from the game, I guess to make it look more like Daytona 1. It is a huge downgrade. And that's the version that made it into Yakuza! No one's getting to see the Biodome!

Bring back the Biodome you cowards.

finished this a month ago and i'm still saying shit like "me not like crops crops die."

imagine being the programmer who had to design the pass plays for this game. i wouldn't even show up to work.

i hope whoever had the idea to let tri-ace make a tri-ace ass final fantasy game is having a phenomenal day