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Do yourself a favor and play the original instead.

Fully remaking a game is one of the most arduous tasks a developer can attempt, it requires a complete and total understanding of the original game's design in all aspects, from art to gameplay to audio, the works. In that regard there are plenty of aspects where Black Mesa succeeds - it's clear that the team at Crowbar Collective loves the original game and by extension the franchise, visually it's nothing short of gorgeous - there's always a unique detail to be found in every little corner, and the environmental storytelling has been expanded greatly to the game's benefit, I often found myself in awe watching events unfold throughout the game's many locales, infatuated with all the tiny things they sprinkled throughout every level. From the brand new HECU dialogue, which helps to humanize them more, to the Vortigaunts in Interloper, Black Mesa does an - and I cannot stress this enough, excellent job at contextualizing the original and even it's sequel, while offering it's own new twists that don't feel out of place at all.


Where Black Mesa misses the mark for me, however are in it's gameplay additions. I can't bring myself to be too harsh on it, because it's really impressive stuff, but it's very clear which areas were new / completely redone and which ones weren't based on how they play alone. The most common issue with these new segments is that their level design is at odds with the enemy design, these areas are expanded immensely in a way that seems like it wants to be played it wants you to constantly be moving from cover to cover, yet the enemy AI conflicts with this philosophy, they are by all intents and purposes slightly modified Half-Life 2 soldiers, and as such their main plan is to attempt to ambush you, which obviously doesn't work in these huge open arenas, so instead they just run straight at you directly. The result is a very sloppy, headache inducing gameplay loop that revolves around having to cower behind any cover you can find until the next soldier comes in your line of sight for you to shoot. The original game rewarded precise, tactical play, anticipating your enemies and making the best use of both your weapons and your environment to clear every combat encounter as perfect as possible within that given moment. Black Mesa rewards inactivity and mindlessly unloading on your enemies. Maybe I'm missing something - feel free to contest, but I tried, I really did try to approach the game's gunplay in different ways, and yet I found this was the only way to get through battles smoothly.

It stings because the less altered, smaller areas have good, even great gunplay most of the time. But when in the midst of the new stuff, the cracks within the design really begin to show. I don't want to herald HL1 as some unbeatable, almighty saint, because it isn't, nor do I really want to directly compare the two games, because they are different experiences, I appreciate what Black Mesa adds, but there's a clear disconnect between what made that game so fun in the first place and how Crowbar Collective approaches it. I feel like the designers themselves were aware of the flaws in the AI, because infighting and stealth has been killed off almost entirely, save for some scripted sequences, and they've been split up in a manner in which the enemies are less varied and less interactive with others, making fighting them often feel like a slog.

That general feeling of things dragging on for too long unfortunately leaks into the level design aswell, a lot of the redone areas are there for you to gush about (and yeah, the game's pretty.) but these kinds of changes are overabundant throughout the game and don't do much to justify themselves. Old portions of levels have been also been tinkered with in such a manner in which you now dance around the primary objective doing more arbitrary things for no discernible reason - in Lambda Core for example, instead of simply flicking a switch to turn on each pump and then leaving, you now have to first open the drainage door, ride an elevator to the top of the room, and then turn on the pump, all the while having to deal with Vortigaunts obnoxiously teleporting in. Depending on who you ask, this might be a positive addition, but to me it kills the pacing. Sometimes these modifications can be for the better, Questionable Ethics is legitimately fantastic and I much prefer this version's iteration of On A Rail. But most of the time, it feels like they just don't know when to stop. Surface Tension & Forget About Freeman have had some of it's most interesting sequences removed in favour for large, repetitive arena brawls. Residue Processing removes the (pretty bad) conveyor puzzles, but in the process of trying to "fix" makes a lot of the same platforming mistakes with it's replacement sections. Power Up is slightly restructured in a way that sounds like an upgrade but in execution circumvents a lot of the improvements it tries to make by having to dial down the HECU ambushes, which I feel like removed a lot of what was special about that chapter. But the worst offender?


Xen. The borderworld was overhauled almost entirely, and it shows, because it's Black Mesa's worst encapsulated within an agonizing 4 hours. It starts off great, you are treated to the beautiful scenery, get to explore deteriorating research sites, the puzzles are pretty decent... but it doesn't stop. Once you have gone through the first 30 minutes of Xen you have essentially experienced everything that chapter has to offer. The other hour consists of literally the same exact thing until you finally reach the end. Reach big room, find blocked passageway, find way to open blocked passageway, continue. Obviously they wanted to make Xen a much longer and more complete experience, but they did so in the worst way possible - repetition. But whatever, it's bearable. This same pattern continues into Gonarch's Lair, a lot of it is now running away from the Gonarch and occasionally fighting it for about thirty or so minutes until you make your way to the end where you're able to kill it. It drags, but at least up until to this point it's been somewhat entertaining. What comes next though, I cannot excuse. Interloper is nearly two hours of rotating between the same plug puzzles, tower climbing, and factory sections. Not only that, but it essentially kicks the combat away in favor of using the gluon gun to dispatch annoying swarms of Xen wildlife. I assume it wants to be a power trip like that of Half-Life 2's citadel segment, this becomes apparent in a final ascension part where, in a last struggle you fight off hordes of alien controllers, but it is so excruciatingly mundane that I probably wouldn't have finished the game if I wasn't such a big fan of the series in the first place. I don't want to let this chapter alone heavily affect my thoughts with the game, but by the end of it I was definitely feeling soured.

Nihilanth... is pretty good actually. Way better than the original's fight, I like the touch of the science team teleporting supply canisters and cover spots to you. Easily the best part of Xen, even if it is short, but that's exactly it. None of the other chapters or additions in general should be that long, they're purely just lengthy for the sake of it. There is so much fluff and padding suffocating what should be a fantastic remake, but Black Mesa just keeps burying itself in a plethora of unwise design choices and seems blind to it's own failures as a game. I have an immense amount of respect for the people behind this game, and it certainly is deserving of being sold as a commercial product. The game is almost universally acclaimed, and for a solid reason - it is without a doubt one of, if not the single most impressive fanwork ever made. But I just... can't get behind it.


Sometimes, less is more.


Even though this game simply oozes with love, it still looks and plays like a good amateur-ish mod, not a full release worth of its money. The gameplay is somewhat worse than the original, general production values are approximately on a level of a mid-to-low-budget game from 2007, and overall jankiness is so persistent it can't be ignored. Total neglect for stuff from Blue Shift and Opposing Force is also noteworthy, not to mention the screwed-up visual design, like Xen being turned into your average alien jungle, or modern-day marines in what's supposed to be an alternative 1990s setting.
Black Mesa isn't worth its price and most of the good things it has are remnants from the original game.
In conclusion, it's a nice try, but still a lot worse than the OG Half-Life, which aged like a fine wine and didn't need a remake in the first place.

Black Mesa keeps shifting between different modes of gameplay–or so-called “pillars”. Black Mesa’s main pillars here would be: puzzling, platforming, shooting, and being a walking simulator, following Half-Life 1’s original tag-line of “Run. Think. Shoot. Live.”. In the narrative context of Black Mesa, this pillar approach does make sense. You are not playing as Mario or Master Chief; you’re a “highly trained professional” scientist caught in a FUBAR situation between aliens and the military. That would be a hard sell if the gameplay focused on either platforming or shooting or puzzling. But what nags me the most is that these pillars all tend to happen in completely separate realities; you’re not doing much platforming or puzzling while shooting, or much puzzling while platforming.

A knock-on effect of keeping these pillars all separate is that it limits what you can do with them individually, since a game can only be so long. A given pillar can never reach its full potential if the game has to distribute its total length between several pillars; time spent on one means there’s less time to spend on the others. We already see the unforeseen consequences of this in Black Mesa: many puzzle or platforming segments being rather toothless, potential enemy compositions never even being tried, and many puzzle types being one-and-done once you move to the next chapter. Sneaking past highly-lethal enemies is only a thing with the tentacles in Blast Pit. Active turrets, tripwire mines or Barnacles rarely appear in major Marine encounters. The more mobile Alien Grunt variants in Xen only appear for about three or four minor encounters. You never get to use the long-jump module in combat against the Marines. The shielded Controllers only appear around five or six times near the very end of the game. Gargantuas are only used for scripted sequences and never as an enemy in regular combat. Bullsquids and Houndeyes rarely appear with the rest of the Xenians. Marine Snipers never appear in regular combat as well. Portals are almost never used within combat encounters. Headcrab Zombies are only used in minor encounters but rarely ever in any major ones. Tanks, helicopters and APCs are rarely utilized as a serious enemy type. Long-jumping in combat is never really tested outside of one boss fight where you use it to circlestrafe faster. The Assassins only appear for a whopping TWO encounters in the whole game.

This gets worse when Black Mesa continues to introduce new elements within each of these pillars, up until the very end of the game. When introducing something new, you generally want to slow the game down a bit to show/tell what the new thing is and/or does. So a security guard tells you the Tentacles in Blast Pit locate you by sound, the Marines are shown in a scripted sequence to be hostile against scientists like you, and you get an antepiece to practice your Long Jump in . Else you risk the player having no clue what they’re supposed to do with the new thing and die several times in confusion, which is rather demotivating. To its credit, Black Mesa is incredibly thorough with making sure that the player knows what it is they’re supposed to do and how something new works. The only issue here is that Black Mesa keeps introducing too much new stuff. If you keep slowing down the game to teach the player something new, there won’t be much room left to test the player’s mastery over most pre-existing elements, which leaves the game feeling like wasted potential. Black Mesa already has the tools to craft interesting combat scenarios or platforming sections or puzzles or combination thereof, but it instead chooses to dazzle you with its quantity and variety rather than the quality of its individual challenges. (At the very least it’s not Half-Life 2 where its gameplay elements and modes of gameplay are so disparate that you couldn’t combine them even if you tried)

Had the core gameplay combined these pillars into one, it could get more mileage out of each one. If your platforming/movement skills would get implicitly tested during combat segments (f.e. because you got the Long Jump Module much earlier on and/or because the combat arenas already involve a lot of platforming), then the platforming-only sections can afford to be more complex and engaging because the player is more familiar with the game’s movement already. If your fourteen weapons also had uses for puzzling and platforming, then the game wouldn’t have to spend as much time slowing down to teach you something new. Then puzzles could be used to teach you new ways to use those weapons in combat, and vice versa. For example, the Gravity Gun in Half-Life 2 isn’t only a puzzle tool, but a useful combat tool as well. The TMD in Singularity and time powers in TimeShift both worked in a way that enabled both interesting combat and puzzle scenarios. Admittedly, Black Mesa’s arsenal doesn’t lend itself that well to puzzles or platforming (perhaps it’s more fair to blame HL1 for that), but the presence of alien weapons and experimental lab weapons in the setting should’ve been a free ticket to do something more interesting in that regard, like Half Life: Opposing Force's Barnacle grappling hook weapon. And hey, it’s not like people were using the Hivehand much for anything else.

But even if Black Mesa had a less scatterbrained design philosophy, it wouldn’t be of much help if it kept the same horrible pacing issues. There are many many parts in Black Mesa well into the mid/late-game that consist of banal filler encounters where you’ll be shooting only one to three Headcrabs/Headcrab Zombies/Houndeyes, even though your arsenal is only getting more imposing over time. Sometimes you’re doing rather rudimentary ‘connect the wire’ puzzles. Other times there’s straight up nothing happening, where you’re walking down empty corridors or slowly crawling down a pipe or vent that serves no compelling narrative or atmospheric purpose (hello, Office Complex). Residue Processing at least has the big industrial vibes of getting caught in the massive underbelly of Black Mesa, even if its swimming and platforming puzzles are milquetoast. The ‘walking simulator’ parts in Anomalous Materials and Questionable Ethics at least serve a narrative purpose (which you can simply sprint past if you’re not interested, unlike some other games or moments in this game that like to lock you in a room until they’re done dumping the story), or if they happen right after a major setpiece where some downtime is well-deserved. The problem here is that Black Mesa completely overdoes this downtime. Xen is by far the worst offender here, combining copious downtime with non-threatening combat and simplistic throwaway puzzles/platforming.

Now, Black Mesa does manage to improve on some of the original setpieces, the Marine fights in particular. The launch pad climax at the end of On A Rail is no longer a small flat square, but a thoughtful arena with islands of cover and health/battery items placed in such a way to encourage aggressive maneuvering instead of camping a corner. The dam battle and Forget About Freeman’s topside fight cleverly use points of no return and liberal item placement to encourage the player to act proactively rather than passively. The lobby battle is also a wonderful addition both gameplay-wise and narrative-wise (with the scientists responding in awe and fear to you killing a whole squad of Marines by yourself, something the original game didn’t acknowledge as well). It’s the usage of item placement in BM’s encounters that’s a definite improvement over the original. HL1 was rather stingy with its supplies (on top of them yielding less depending on the difficulty setting), which meant that in the long-term it usually paid off to play boring and safe. BM is much more liberal with supplies within and outside combat encounters, which means you can afford to play more aggressively as long as you move towards wherever the items are.

Unfortunately, most Marine encounters (particularly those in We’ve Got Hostiles) are rather poor at pulling you into the fight. One reason for that is that you often don't get a good glimpse of a combat space and its layout before the fighting starts. This means that you won’t know what lies ahead or what your options are, which in turn means you’re more likely to play it safe than charge into the unknown. The other reason is that a lot of arenas only have a single entrance, whereupon entering you’re immediately fired at from every angle. When there’s too much suppressive fire ahead and you don’t know what exactly lies ahead, you’re of course going to retreat and take cover unless you want to take tons of damage. But when you end up camping the sole entrance, the enemy has no routes to encircle you and thus invalidate your camping position, nor can they flush you out with grenades (because at an arena entrance you usually have more than enough space to backpedal from incoming grenades). You could solve this by making arenas more circular and adding more entrances, and having enemies only move into an arena when you’re already deep inside. One-way entrances or cul-de-sacs with enemies coming from behind also help with preventing the player from approaching each fight with the same choke point and corner camping strategy. Some arenas do make use of these, but it's not applied as consistently as it should’ve been.

The way that the Marine Grunts are balanced also discourages playing proactively. The Marine Grunts’ hitscan fire is incredibly accurate, which turns most encounters into a damage race or a game of peekaboo. Marines also do not understand the concept of pain or flinching or self-preservation in response to being shot. It’s not uncommon for you and a grunt to dump mags into each other, waiting to see which one’s the first to die. It also used to be in HL1 that if you threw a grenade at grunts, that they wouldn’t even bother firing at you. They would instead run for their lives, letting you pick them off or reposition safely. In Black Mesa this behavior is nowhere as pronounced. They might call out the grenade, but all the AI does is try and shuffle away a bit while continuing to shoot at you. Without ways to mitigate hitscan damage, you shouldn't be surprised when the player decides to play it safe and boring.

As for the alien encounters, they only resemble something decent in Lambda Core. There the game actually leverages alien enemies being able to teleport in (when you’re already deep inside an arena!) at several positions and different vantage points. Then you gotta simultaneously take care of Alien Grunts on the ground, Vortigaunts sniping you from vantage points, Headcrabs/Houndeyes bothering you from below, and Barnacles acting as static obstacles. It’s promising stuff! It helps that compared to HL1 the alien enemies have been rebalanced for the best: the Alien Grunts’ ranged attack no longer has obscene homing, Bullsquids fire a spread of harder-to-dodge arced projectiles rather than a single linear projectile, and Vortigaunts/Houndeyes generally seem to not run around aimlessly after getting shot as they did in HL1. Unfortunately, most prior chapters only use alien enemies in the most basic ways possible, and Lambda Complex ends before it can meaningfully build on these interactions. It also doesn’t help that you get the Gluon Gun in Lambda Core, which is stupidly powerful and lets you trivialize a good part of most enemy encounters there.

In conclusion, Black Mesa could have gotten much more out of itself if it intertwined its pillars rather than keeping them separate. With some tweaking it already has a good foundation, it just needs to stop trying to change the gameplay every half hour. Admittedly it’s more fair to blame HL1 for that considering BM’s limited scope as a remake, but since the BM developers bloated Xen for no good reason other than what I assume is making their art portfolio look more impressive, it shouldn’t have been that impossible.

I also want to take a quick detour to talk about the final boss. The revamped Nihilanth fight comes as a part of a new wave of FPS bosses that I like to call “movement bosses”. Whereas before most FPS bosses had you either circlestrafing them to death (much like the Gonarch in HL1 or BM) or doing some inane puzzle that didn’t rely on testing what you’ve used so far (like Nihilanth in HL1, the Icon of Sin in Doom 2, and most Ugh-Zan fights in the Serious Sam franchise), nowadays developers seem to have somewhat realized that abstract puzzles or circlestrafing don’t make much of an interesting boss fight in an FPS. Now we get bosses with elaborate attack patterns reminiscent of 90’s console action games that you can’t just circlestrafe through (like the Cyberdemon in Doom (2016), General Brand in Serious Sam: Siberian Mayhem, and Nihilanth here). These fare much better because they're challenging you on something that you’ve been doing throughout the entire game (i.e. moving). But while this new wave of FPS bosses has made it more interesting to avoid damage from a boss, they all fail to do so for dealing damage to a boss.

As it is now, dealing damage to a boss is a simple matter of equipping the strongest gun (or the next-strongest gun if you run out of ammo), and then holding down LMB on the boss. In Siberian Mayhem that is your Rocket Launcher, in Doom 2016 it is weapon swapping between multiple guns (which amounts to the same thing since you’re swapping between them for the sake of DPS and not their other properties), and in BM it’s the Gluon Gun. Most of these bosses weakly try to address this by attacking you once in a blue moon with some form of homing projectiles that you can only avoid by shooting them down, but if you are already using a continuous hitscan beam weapon like the Gluon Gun, then these are only brief one-second diversions from lasering the big fetus. There isn’t much of a reason to use your grenades, your Snarks, your mines, your satchel charges, your revolver, your shotgun, your pistol, your crossbow, or your crowbar against Nihilanth, whereas in regular enemy encounters most of them can be of use depending on the situation. If your arsenal is designed around dealing with a large variety of ever-changing situations, then a boss fight should reflect that variety and unpredictability, such as by throwing multiple obstacles of different types at you at once. Designing an FPS boss fight that challenges both avoiding damage and dealing damage would need a shift in paradigm design, which I’ve written about in extensive detail elsewhere.

Hello We made the alleged worst part of the game as overwrought as possible and turned parts of it into James Cameron's Avatar (complete with epic ethereal female vocal soundtrack, just like you fondly remember), while also keeping everyone's favorite chapter Residue Processing completely intact. That'll be 19,99 macaronis + tip please, well worth teh price because otherwise you cant install that steam workshop mod that restores On A Rail, now can you...?

What a joke! I cannot comprehend how the developers so clearly have a sincere passion for Half-Life while simultaneously not understanding in the slightest what makes Half-Life what it is.

My disillusionment with the game set in the instant that I got into my first encounter with the HECU, who are so unbelievably obnoxious and focused on trial-and-error that the game stops for 30 minutes at a time every time you encounter them. Of course, this wouldn't be such a bad thing if they weren't the overwhelming majority in terms of enemy placement; once you first encounter a Marine the (genuinely very good) alien-fighting gunplay is sidelined up until you reach the very depths of the Lambda complex.

The HECU (while also obnoxiously and artificially difficult) are representative of Black Mesa's biggest flaw, and the most dire manner in which it fails to recreate what Half-Life is all about: rather than encouraging exploration, innovation and improvisation like every Half-Life game does, you're regulated to kneeling behind cover and using some of the most boring weapons in the game (namely the MP5 and shotgun) as you attempt to pick them off from a distance. Even the flow of using these weapons is neutered when compared to the original game, due to the MP5's magazine capacity, ammunition reserves and grenade stock being reduced to mere fractions of what they were, meaning that you can't even truly indulge in bombast without having to stop and reload or scavenge for ammo every minute or so. This problem also impacts the revolver and crossbow, genuinely fun weapons that lend themselves well to the long-distance based combat of the HECU: you're reduced to a measly three-or-two magazines in reserve for both of them, meaning you can carry a maximum of twenty-four and fifteen rounds apiece for them. I don't know if they were going for realism here or what, but tell me, do you play Half-Life for realistic portrayals of combat?

The gunplay is not alone in being completely representative of Black Mesa's disdain for exploration and player creativity: there are invisible walls and cheap mapping practices everywhere, determined to stomp out Half-Life's signature feeling of "what's up there? I wonder if I can get up there" at every possible corner. Some of my favorite examples were long-jumping off a floating island in Xen to land on one situated below, only to find that the developers had registered all long falls in Xen as falling into a bottomless pit and would force a reload upon landing... and feeling quite clever when I used satchel charges to bypass an explosive maze only to find that the map was designed to blow you up if the explosives blew up regardless of where you were on the map, even if you were well behind cover.

Speaking of Xen...! I don't know, it's beautiful and impressive and perhaps a step up from the original's from a certain perspective, but it's also not really anything we haven't seen before in a million other alien worlds from a million other science fiction stories. The Xen of Half-Life felt genuinely strange, incomprehensible and uncanny in a manner that not only acted in favor of the game's horror elements but also reinforced the notion that you are not welcome here, that this world was never meant for and never intended to pay host to those of your kind. Sure, we're treated to beautiful forests, swamps and factories, but... they're just that, things that I recognize, things that I've seen before, things that are familiar. It takes the alien out of "alien invasion."

Another thing that bothered me was the music. None of it was bad, I'd say, but none of it really felt like Half-Life to me. Half-Life's OST was dominated more than anything by droning guitar feedback, dark ambient soundscapes and industrial rhythms, the prevalence of which makes the heavy synths and pounding drums that much more impactful when they do show up. Not only does the Black Mesa OST sound much more like something you'd hear in a standard fare sci-fi FPS of the 2010s, it was more or less one Epic Videogame Song With Heavy Drum And Guitar And Synth after another - sometimes it worked for the moment (such as We've Got Hostiles, whose almost desert rock-styled riffage fit perfectly for the adrenaline rush of seeing the surface for the first time only amid a massive firefight) but most of the time I mostly either found the loud music irritating when it played during something as innocuous as exploring a reactor facility, or when I had to listen to it again, and again, and again as I reloaded save after save after save in one of the game's million-and-a-half HECU skirmishes.

It's a shame, because as I said in my intro it's clear that these developers love Half-Life. There's a lot of thought put into capturing the idiosyncrasies of 1998's portrayal of Black Mesa while also making them feel more lively and lived-in from a modern point of view. The moment-to-moment combat and "gun feel" is excellent when you're just fighting aliens, and the flow of the levels themselves is quick, breezy and natural... but because it all goes to hell whenever you get to Xen (the only completely original section of Black Mesa) it's clear that we can give credit to the fact that these are painstaking bit-for-bit recreations of Valve's innovations as opposed to something that the team can truly take credit for. Xen literally milks the same puzzle over and over and over again for the entirety of its 8-10 hour playtime, and only really bothers to introduce its trump card (which in fairness is cool as hell) during the last quarter of Interloper.

The Nihilanth fight, though? That shit fuckin' rules. It's just a shame that the game only finally realizes its potential during the literal final moments of the game.

Played on "hard" (eventually got so fed up with the very first tank fight and the Gonarch fight that I set it to normal until I'd killed those), completed in about 28 hours.

Lowering the bar.

Black Mesa is a fan remake-cum-reimagining of Half-Life, and it shows. It’s a very technically impressive game, extracting just about everything it can possibly wring out of the damp towel that is the Source engine. It’s a fairly well-designed game, by virtue of most of its elements being copied over wholesale from the original Half-Life. It’s obviously made by people who are very, very passionate about Valve’s work. But Black Mesa forgets, omits, or changes enough of what worked before that it ultimately commits the mortal and unforgivable sin of making Half-Life kind of boring, a crime for which it must be punished by making it boil upside-down beneath the lake of ice for all eternity.

I like Half-Life a lot. I hardly love playing Half-Life, but it’s a game that I both enjoy and respect, which is a sadly uncommon combination. I’ve never existed in a world without Half-Life, a statement which I’m hoping will make some of you wither into dust, and that makes it a bit difficult to personally gauge the impact it had. Obviously, there are hundreds upon hundreds of reports detailing exactly what made Half-Life so special. There are articles and videos and commentary tracks all recounting all of the little quirks and nuances that later shooters silently adopted because it was what they were expected to do now. I can appreciate it from a sort-of dispassionate, outside perspective; as far as I can tell, shooters before Half-Life were mostly just copying Doom’s homework, for better and for worse. If nothing else, you can absolutely tell that a big shift to a more cinematic style was emerging with Half-Life — again, for better and for worse.

Regardless of the finer details, Half-Life is now a very old game. Twenty-five years old, in fact. And the neat thing about games that get that old is that it inherently primes people for a remake. “The gameplay needs an update”, “the graphics look bad”, “fix Xen”, the masses say. It’s a mentality you have for toys. Make it shiny, make it new, make it talk when you pull the string on its back, make sure you add lens flares and ray tracing. It’s certainly nothing that Half-Life needs. Half-Life is already an incredibly solid game that had a fierce impact on the industry and near single-handedly made Valve the monolith that it is today. To suggest that Half-Life — just about any game, really — needs a remake is to fundamentally assign this toy mentality to art.

But, hell, a remake could still be cool.

I like Half-Life, and Crowbar Collective likes Half-Life, and a lot of other people all really like Half-Life. Besides, the game has already been made for them. If all they’re doing is porting it from GoldSrc to Source, what’s the worst that could happen?

We ultimately don’t know the worst case scenario, because it never came to pass. We do, however, know of a pretty rough scenario, which is Black Mesa releasing in the state that it’s in.

The initial few levels are actually very impressive, largely because of how close they play to the original. The tram ride is there, the resonance cascade is there, the brutal ammo restrictions and tight corridors filled with headcrabs and zombies are still there. Hell, even your first encounters with the aliens are tense and unforgiving, encouraging you to use flares to light enemies on fire in order to conserve your ammo. It’s neat! All the way from the start of Anomalous Materials to the end of Office Complex, Black Mesa feels remarkably like Half-Life fully realized. It’s all shiny and pretty, you’ve got some mechanics to play with that were originally intended but didn’t make it to the final release, and it’s a very enjoyable time. You can even forgive Crowbar Collective for getting rid of the scientist who dives through the window and says “greetings”.

And then We’ve Got Hostiles starts.

The HECU still look like they’re holding MP5s and pistols, but they’re secretly wielding Freeman-seeking laser beams. There’s no longer an ounce of hesitation on their part; if they see a hair on your head poking out from cover, they’re shooting you, and you’re taking damage. They’re like Blood cultists in body armor. Also in keeping with pre-Half-Life design decisions, their AI has been drastically dumbed down. The HECU will still at least try to flank you, but they no longer seem all that interested in the concept of their own survival. They’ll rush you down open corridors with no cover, seemingly only interested in getting as in your face as they possibly can, regardless of whether they’re holding an SMG or a shotgun. Throwing a grenade at their feet will make them loudly announce that there’s a nearby grenade, but they don’t ever seem to actually try getting away from it. They’ll do the little Source Engine shuffle that the Combine like to do — if you’ve played enough Half-Life 2, you know exactly what I’m referring to — and then blow up. This is in obvious and stark contrast to the HECU in Half-Life who, while hardly all the avatars of John Rambo, at least seemed like they weren’t showing up just to die. Combat in Black Mesa against the Marines largely just boils down to you and a grunt sprinting at one another with the fire button held down and you winning the war of attrition by virtue of being the only guy here with power armor. Compared to the earlier, more impactful Black Mesa fights against Vortigaunts and houndeyes, this is a letdown; compared to the HECU in the original, it’s shocking.

Given how frequently you enter skirmishes with the Marines, it's something you really can't ever get away from for the overwhelming majority of the game. Crowbar Collective mentioned that their goal was to "make combat more intense", and it seems as though they've tried to do that simply by flooding rooms with significantly more enemies. By my count, Half-Life's We've Got Hostiles pits you against 21 HECU; Black Mesa sends out 32. It doesn't sound like much, and it isn't at first, but it starts to add up fast. Someone on Reddit actually went through and counted every single on-screen HECU kill, and it comes out to over 550 in Black Mesa compared to Half-Life's 250. When you also take into consideration the fact that pre-Xen levels are condensed compared to the original (with On A Rail being noticeably cut way down), the enemy density is completely out of control.

It's not just that there are more of them now, either. The HECU take roughly the same amount of bullets to put down (about 60 health in Black Mesa relative to the original 80), and your ammo is even tighter than it used to be. Being able to carry 250 SMG bullets with ten grenade rounds on the alt-fire was a bit too freeing and a bit too fun, so now you're hard-capped at 150 SMG bullets and three grenade rounds. The pistol now only holds 150 rounds, instead of 250. The shotgun now holds 64 shells instead of 125. The enemy AI is somehow stupider than the one from twenty-five years ago, so it's not like the game has been made any more difficult now that Gordon's got the HEV suit without pockets; holding the MP5 at head height and clicking from a distance seems to do most of the work for you, and the HECU drop about as much SMG ammo as it takes to kill them. The optimal strategy, it seems, is to just hang back and fish for damage multiplier headshots with the MP5 and then go to the next slaughtermap room to continue the process for the next seven hours until Xen.

While Half-Life's Xen was the end product of tightening deadlines and dwindling budgets, Black Mesa's Xen exists almost as a complete refutation of the original's design circumstances; it very obviously got an overwhelming amount of development time and assets and takes up nearly a third of the new game, whereas the previous Xen was over and done with in about twenty minutes. I think Xen is where Black Mesa most obviously becomes a fan game, because it's clear that nobody in charge ever felt the need to say "no" to anything. It's incredibly long, packed to the gills with scripted setpieces and references to later Half-Life titles, and it keeps using the same wire connecting puzzles and conveyor belt rides over and over again in the hopes that making Xen longer will make Xen better. There's a section here in Interloper where you have to bounce off of one of three spring platforms to kill a Controller, and then that opens a path for you to destroy a fleshy glob maintaining a force field. You would think that the fact that this is split into three very distinct paths would mean that you would thus have three very distinct encounters, but they all play almost identically to one another. All three of them are circular rooms with a Controller floating around, and you break his crystals in order to make him vulnerable to your attacks. It isn't a difficult fight, and it isn't a complicated puzzle, and ultimately just winds up being the exact same thing three times in a row. This happens constantly throughout Interloper, which mostly consists of you sprinting down long conveyor belts and then jumping off of them onto other conveyor belts for about two straight hours.

What burns me most about Black Mesa's Xen, however, is that the entire borderworld has had the personality sucked straight out of it. Xen used to be a Giger-esque hellscape, all bone and speckled carapace. A lot of the level geometry textures were taken straight from reference photos of insects, and it did a great job selling Xen as something of a hive; lots of gross, fleshy, chitinous pockets carved into the walls, pale white and red moving parts that are clearly both artificial and organic. It makes sense, contextually, because the Nihilanth is itself a hybrid of flesh and metal, and the home that it's made of Xen is reflected in its design. Black Mesa's Xen, in its deepest parts, is way more heavy on the machinery angle than the organic one. Through the thick, red haze, it's hard to tell what you're even looking at. The glowing blue lights leading you by the nose sit next to what are very clearly just steel girders and pistons, which is immensely boring when you compare it to the almost-living Xen from two and a half decades ago.

Old Xen's inspirations were obvious, but it still managed to carve an identity out of them. Black Mesa's Xen, on the other hand, looks like fucking everything else.

I want you to look at these two pictures and tell me that they don't look like they were from the same game. I want you to look at this screenshot and tell me that you can't picture the SSV Normandy flying straight through it. I want you to look at this image and tell me that it doesn't look like a Destiny raid map. Whatever identity Xen once had is gone, stripped bare to make it completely indistinct from any photobashed ArtStation "outer space" drawing to be used for padding out a portfolio and nothing else. Originality is both overrated and unimportant, but when you throw out something neat in favor of something bland, I'm going to be hard on it. Gordon Freeman crawls grunting to his feet after going through the Lambda Core teleporter and walks through blue bio-luminescent plants until he sees the Eye of Sauron looking down on him and a woman starts singing over baby's first synthwave.

On that note, Black Mesa has entered itself into the club of Media that Needs to Shut the Fuck Up, given how it starts playing some pretty mediocre tunes from the word go and never ever stops. Music is playing constantly throughout the game, never giving you a single quiet moment or a chance to drink in the layered soundscapes, and it hardly even has the decency to be good most of the time. For every decent pull that fits the action, there are two tracks that clash so hard that they spoil the scene they're in. Blast Pit 3 plays during the sequence in Blast Pit where you have to sneak past the tentacles back up through the missile silo. The incredibly loud, chugging guitars that lead into the How to Compose Dramatic Music For Film tinkling piano keys don't fit the sequence at all. Again and again, these amateurish tracks keep leaching into the game like pesticides into groundwater. The intro to Lambda Core where you uneventfully ride a freight elevator for two minutes is punctuated by steel drums and pounding synths in a moment that should be quiet and introspective; Blast Pit 1 legitimately sounds like a recording of somebody warming up before their actual performance; every single track on Xen inevitably leads into the exact same fucking ethereal female vocals "ooh"ing and "aah"ing over the instrumentation. It wasn't enough for Xen to look like everything else on the market, so all of its songs sound identical to one another, too. It's rough. It's so clearly a collection of just about every thought the composer has ever had in the past two decades, all strung together end to end without much of any consideration as to when it ought to be playing or what ought to even make it into the final game. I can't remember the last time that a game's music annoyed me this much.

Peel away the layers and poke your fingers through the flesh, and Half-Life is still at the core of Black Mesa. Enough of it is still present that playing Black Mesa isn't a completely miserable experience. All it managed to make me feel, however, was that I'd rather just be playing the original instead. Black Mesa can't manage to be anything more than a slipshod imitation of Half-Life, and the moments that it does well are the moments that Valve already did better twenty-five years ago.

Xen was never bad.

Still thinking a lot about how much Black Mesa's Xen feels like a complete disgusting counter to everything it's supposed to represent. How it feels much more like a portfolio-driven set of levels in terms of design rather than anything cohesive. How, despite being on a completely alien majestic world, the way you actually interact with said world is obscenely familiar, trivial. You do the same sort of puzzles you did in stuff like Office Complex or earlier. Even in space, you cannot escape 30+ minutes of connect power cord, walk to area, shoot 2-3 enemies, connect power cord. Xen is not Alien. It isn't an apotheosis either. You are empowered to enact a simulacra of other games instead, like later half-life games with the elevator and chase sequence. I do not hold Xen in HL1 in the highest regard possible (nor do I for HL1 much in general anymore, honestly :/), but it was at its core a fervent 'betrayal' of the familiar. It's reviled for this decision but it is altogether fitting, how platforming is a disgusting poor feeling challenge because, well, this planet was not built for the likes of you. You're simply fighting through a world that was never expecting you to be here. But in Black Mesa it doesn't even bother to truly be dangerous. Granted, that's true of Black Mesa in general the more I mull over it. There's a lot to dissect on how Marines function both as an aesthetic issue and a mechanical one here vs all of the other HL's enemies. In a way, Black Mesa is a betrayal in of itself to me because it seeks not to conserve any spirit of what it's remaking as much as it pushes it through a meat grinder (albeit, with soft hands working the parts, I won't say crowbar's effort was exactly soulless) of HL2 and later design. And to that it breaks down most of those foundations until you have something almost unrecognizable for those who played HL1 and Opposing Force in terms of feel and play and understanding. The aesthetic, on a technical and story lens, is conserved to some degree, in grander majesty. But at what cost?

they 'fixed' the MP5 and shotgun so instead of needing to rely on a whole arsenal of explosives, traps and weirdo guns you can just handle every single fight with two guns
they 'fixed' the HECU marines so instead of erratic freaks they just kinda stand around and impose a health tax if you look around a corner
they 'fixed' xen by making it look like it was trending on art station and replacing all the weird cool levels with Half-Life 2 puzzles for some godforsaken reason

black mesa flip-flops between wanting to stay beholden to the original game with newer technology and re-contextualization from prior half-life games, and just completely putting a spin on HL1 - but the latter tends to present itself as the game's way, way weaker moments and it absolutely cannot be more frustrating how much they hold they hold this game back.

i can, at least, sing praises for how jaw-droppingly gorgeous black mesa is, especially given the use of the source 1 engine, in addition to just how masterfully the tragedy of the black mesa incident is shown. HL1 had already done a great job in that regard, but BM takes it to another level - extra dialogue, variations of scientists and security guards and added detail to every map make it feel much more like a real workplace, and the absolute tide-turner that are the surface chapters encompass the absolute stress and overwhelming despair of those who didn't make it during the HECU's last stand and eventual retreat so damn well through the soundtrack, setpieces and wonderfully acted radio transmissions blaring various marines' desperate pleas for help and last words. there's a section in around surface tension that really gets me - where a lone marine, echo-3 juliet, weakily calls out on the radio after his team gets ambushed by alien soldiers mortally wounds him. unable to heal himself, he ends up succumbing to his wounds over the radio.
it's little things like that which can go a long way to illustrate how majorly fucked up the black mesa incident was - an otherwise normal workday gone completely awry, dooming many people only trying to survive. HL2's looming presence also benefits the game greatly in this regard, with characters like eli and kleiner retroactively and seamlessly being integrated into the opening chapter, and also as you overhear emergency alerts progress further and further in urgency, to a point where the president orders a total evacuation of new mexico - foreshadowing HL2's threat of the resonance cascade being much, much worse than just a hostile takeover of black mesa.

the fun stops when black mesa isn't riding off HL1's coattails. for starters, multiple maps force you into routes completely different from the original game with the original sections barricaded for seemingly no reason - these tend to take FAR too much longer than the original level design and really just waste far more time
several puzzles and other sections have been significantly dumbed down which as a whole makes them far less uninteresting (and somewhat abandons the "think" in "run, shoot, think, live") - the entire vent maze in "we've got hostiles" is gone, the tripmines in surface tension are completely visible which eliminates you needing to clear them out and turns it into awkwardly tip-toeing around them (and praying you don't activate their hitboxes anyway - by the way, the surrounding areas with enemy encounters, including the helicopter are also completely gone), and on a rail's maze-like level design is now a pathetic straight shot because people kept complaining about it in the original game
the HECU are abominably more retarded compared to their HL1 counterparts - i'm pretty sure their AI is based off the combine soliders from HL2 and it shows in how crazily omnipotent they are, reducing most chances for you to sneak your way around enemy encounters like you originally could to make up for their brilliant strategy of "get directly into freeman's line of fire" - though this at the very least tends to be somewhat alleviated with the map design.

and then there's xen.

what the fuck happened here?
i think it's already one thing to completely turn xen's barely hospitable, logic-defying, foreboding wasteland into this pretty, serene, teeming-with-beautiful-life alien planet-looking area, and is it pretty? yeah, admittedly, it's one of the best looking maps i've seen in the source engine, but xen is supposed to be an interdimensional train station hurriedly converted into something the nihilanth's troops could live in. "oh but it's just a different interpretation" isn't an excuse - you might as well have sent freeman to an alien planet with BM's take on it.
that having been said, it wouldn't actually sour my opinion on BM's take on xen all that much if it wasn't dramatically worse than the original game's area in terms of level design.
for some reason, crowbar collective thought it wise to comically extend the playtime of HL1's most scorned chapters in an attempt to.. address those complaints? interloper alone can take up to a whopping two hours of basic-yet-repetitive "insert plug into socket" puzzles and visually aggressive combat sequences compared to the original's relatively short platforming sections. you're no longer turning the hunter gonarch into the hunted, you're now spending an hour running away from the damn thing before you tackle it head-on one last time. i don't understand why the devs decided xen needed to be this much longer - nobody does, really!

crowbar collective's ambitions end up souring the game at multiple points, and while i can't fault them for being passionate about the franchise and wanting to one-up half-life source by giving HL1 the remake it truly deserves, i can fault them for misunderstanding many things which make HL1 so good. the airtight pacing, the brain-scratching puzzles, the tense combat sections - black mesa is not a bad game by any stretch of the imagination and i love a lot of when it does for HL1 storytelling-wise, but unless it's directly borrowing from valve's work, those three core values of HL1's gameplay really aren't done the service they truly deserve.

A strong argument against this lingering notion that many gamers seem to have that a fan-made “fixed” remake, remaster or otherwise invasive revision of a game that actively changes core aspects of its identity should ever be taken in as a first impression of, or worse replacement for, an original work of art. And to be perfectly clear, I don’t believe that on any step of the development and production of Black Mesa that Crowbar Collective sought for this to be the intent nor the response to their work. Above all else, Crowbar are very obviously fans of Half-Life, and that passion shines through even from an outside observation of the time, effort, and communication the team put into creating this reimagining. I am also a big fan of Half-Life. That is, a big fan of Half-Life, the 1998 game. The other titles in the franchise haven’t ever quite worked for me the way the first one did, but I can of course acknowledge their very real and important place in both the history of Valve Software and of course the greater gaming industry and its progress at large. With that in mind, the permeating thought I simply couldn’t get out of my head with every later-entry-adjacent puzzle, every bombastic music cue, every chopped-in tie to the later Half-Life series, was that the developers and I were fans of the original game for flat out contradictory reasons.

I would say that I overall had a fairly good time with Black Mesa, but if I were to go down the list of pros and cons of the experience and then proceed to skin that list of the stuff provided by the original Half-Life, I think the list of positives is rather short. I’d like to address those first, because I want to come off at least somewhat positive about an experience I overall… liked. Some of the supplementary radio dialogue did well to add context without feeling invasive to the tone of Half-Life, especially late into the HECU breach as the Xen aliens begin to take over the rest of Black Mesa. I was happy to see the entire Half-Life tool-kit accounted for - Black Mesa was not so revisionist as to excise a weapon or two for the sake of streamlining the experience. Most play rather well but I do feel a greater imbalance was created leading players to favor the shotgun and SMG, which while fun to use shouldn’t and didn’t feel as overwhelmingly obvious selections in most scenarios in the 1998 title. I think the initial Tentacle encounter is probably a little better than the original game as far as detection of sound makers. For all the many, many issues I would have with this game’s take on Xen, I will admit that the abandoned base early on was really cool and felt in line with something the original game could’ve done tonally. And… that’s about where my Black Mesa-specific positives end, unfortunately.

I wish I didn't even need to acknowledge technical problems, but the loading times were worse than the original, my saves got corrupted like four or five times through a single playthrough, and sometimes flags just didn't work several times in a row. Much as I'd love to say these were my biggest issues with this project, sadly they're more of a negligible piece sitting in front of my actual, core problems with Black Mesa.

The overwhelmingly tone-deaf approach to reimagining Half-Life that plagues Black Mesa makes almost every change hard to swallow. I feel as if Half-Life was treated as a game to be ashamed of its own unique tonal identity in the execution of Black Mesa, given how many changes were contingent to keeping pace with the rest of the lesser entries of the series which would follow. And even then, I certainly can’t say that Half-Life 2, Opposing Force, or any of the other entries got nearly as bombastic and maximalist as this. Epic gamer metal tunes blast through previously alienating and uncomfortable hallways and gauntlets. Previously quiet and pensive strolls are stopped in their tracks for far less meaningful interactions than those they emulate from Half-Life 2. Tense, brief, but memorable boss encounters are stretched to the point of nearly a fucking hour at their very worst - frankly, the Gonarch encounter is embarrassingly bad. The entire heart and soul of some of Half-Life’s most curious locations is sucked out and spat out - is this supposed to be Xen, or application art to work on the next Avatar film? It’s frustrating how passionate this piece of art is, because there’s clearly a lack of mutual ground I share with why the game it’s trying to reimagine is so special.

Over twenty-five years after the original release of Half-Life, it remains my favorite first-person shooter ever made. It’s just as fresh, just as alien, just as unique as it was in 1998. Thanks to a massive rewrite of the sequel from its original 2001 concept and the subsequent influence it would have on both the remainder of Half-Life as a series and the greater market of first-person shooters, Half-Life remains one of a kind. There really is nothing quite like it. Black Mesa takes that ball, runs with it, and proceeds to make it feel more and more similar to everything else out there. The game is reimagined, but the heart is lost in the process. And no amount of polish can piece that together once it’s scrubbed out. That’s just my take on it, though. I really do send all the hardworking and passionate individuals at Crowbar my earnest congratulations. I respect the dedication, the execution, the grind. It clearly impressed Valve well enough, too. Keep making games, no matter what. Don’t let my equally passionate love for Half-Life put your flame out.

"Touhou if it was good" Sugunii (the guy who made the guide on how to play the PC-98 Touhou games)

Holds up so well nowadays its almost unbelieveable

Kill the past. Secure the future.


This review contains minor spoilers for Yakuza 5, 6, 7 and Gaiden.


Kiryu has to move on from his past mistakes. Put his trust in others for the first time.

Ichiban has to secure the future for all the ex-Yakuza he helped tear down. They are human too.

Ichiban has to use the past as a stepping stone to reach for even greater highs. If he got up from rock bottom, he is capable of dreaming of greater heights. His father’s footsteps. His failed confession. A brother he didn’t have the chance to change.

Kiryu has to see a brighter tomorrow, secure what little future he has left. Even if he himself tries to deny this fact. Still too afraid to let others into his life.

Wandering around the city with Kiryu, reminiscing on all the past events you and him have been through together. The hardships you have faced against the insurmountable foes behind the many multi-layered conspiracies. The laughs you had with the side characters. The infuriation you felt whilst fighting the near-immortal Amon, or the fun you had batting your stress away at the cages. Finally being able to see some of the long lost characters. This is the life Kiryu has lived. You have seen it all through. Reminisce on it one last time.

But he can't wallow in despair. He has new friends to keep his chin up. You have been an empty, depressed shell of your former self since 2011. It’s time to gain back some of that old spark. Enjoy life whilst it lasts Kiryu. Gather some positivity, if anyone could tell you how to do that, it’d be Ichi and his gang.

This is partially Ichiban’s story after all, and what is Ichiban’s story if not a spontaneous bundle of misfits reaching for the sky?

Ichiban’s tale is always penned in the love he has for his friends. The pals he can always confide in, Adachi and Nanba. The person most unapproachable to him, Saeko. The unpredictable ex-mafia who can whip up a mean dim sum, Zhao. The initially cold, but ultimately human members of the Geomijul, Joongi and Seonhee.
Joining Ichiban’s group of middle aged do-gooders are the helpful wheelchair-bound Eiji. The cabbie who tried to rob him at gunpoint, Tomizawa. The girl who knows more than she lets on, Chitose. Lastly, the brick-faced Yakuza legend, Kiryu Kazuma himself.

Putting Kiryu in Ichibans crew was an interesting decision. These are people he has never had a heart to heart with before. Complete strangers as far as he is concerned. But it worked. The relationship between Kiryu and these people clicked. Ichiban’s cheerfulness can even tear down the greatest of walls. Kiryu quickly found that he had a lot more in common with this pick ‘n’ mix of Japan's (and Hawaii’s) most bold.

What really, really helps the bonds you forge with the party is all of the gameplay additions surrounding it. Wandering around the map could trigger a conversation where Seonhee mentions Joongi watching videos of rubber bands blowing up watermelons. Or a discussion between Ichiban and Tomizawa about hermit-crab real estate. Every one of these conversations is as enamoring as the last.

But it's not limited to just this, eat at restaurants and the crew might burn their tongues on sesame balls or talk about how their sensitive molars make the party weak to ice magic. Levelling up your bonds allows you to do tag team attacks, combo enemies with your allies, and unlock new skills and jobs to experiment with.

Everything you do with your party increases their bond level, as you increase their bond you can go out and grab drinks, usually resulting in a small character arc for that party member. Unlike 7, the characters have plenty of good moments and screen time. So it's not like Zhao or Joongi get a particularly short end of the stick like they did previously. Most of these drink links have nice conclusions, or add particularly entertaining bits of depth to the characters.

So all of this makes the party fantastic. But what's a good band of heroes without some ruthless masterminds?

The majority of the villains are quite good. Together they form a super solid antagonistic cast, though individually they are a bit hit or miss.

Yamai is the standout here. Solid design, fantastic arc, great boss fights and extremely memorable voicework to boot. You’ll be hard pressed to find someone among the fanbase who didn’t end up a fan.

Ichiban’s final boss is not bad, but it definitely will not make it to the hall of fame of RGG’s greats like Aoki, Shishido or Mine. However, Ichiban’s story does not end there. His big moment comes afterwards. His final scene, helping up someone from rock bottom through a naive, one-sided love is just so… Ichiban. The dream present in this scene never came to fruition before. But he made it possible now.

Kiryu’s final boss has a few minor issues. I really don't know why they felt the need to include a “we are not so different, he and I” moment, when I think that much was made clear. But at the same time,

I…

I APOLOGISE.



This game is nothing short of fantastic, following up on every idea, every core concept in this 9-game series is nothing short of monumental work. To be able to do it in this fashion, and deliver it with this much purpose is stunning.

Something as special as this does not come around often.

"the sins of the yakuza are mine. and if i have to, i'll take on every last one."

i have spent the past month and a half playing the entire yakuza series. blood, sweat, tears, and hundreds of hours have gone into this journey that slowly rose to the crescendo that is infinite wealth. but now that i'm here, there is a void inside me left by the man whose entire legacy has been built up over the entire series.

it's rare i genuinely get deeply involved into the story of any game or series. these days games just seem to take the same plots and rehash them over and over again and so the idea of a good "story" was kind of lost to me. the story of kiryu is one that managed to slowly consume me as the series progressed, and i struggle to see how they can top what they managed to achieve with infinite wealth. it's not often you keep a main character around across almost 10 games and multiple decades, but they somehow managed to do it.

they connect all the dots between you and your past lives, and it feels like you are forcefully but hesitantly dragged into accepting fate alongside kiryu. the memory links you come across touch on aspects of every game and had me so emotional so many times. at times it felt like the world would fall apart without this man, yet he managed to hold it together every time.

"me? i'll take on the yakuza's past. but you... i want you to handle their future."

it really did feel like this game was kiryu passing the torch to ichiban in hopes of creating a better yakuza world. i didn't know how to feel about this since 7 left me with a weird taste, but over the course of this game i warmed up to the idea of it and like the character that ichiban has turned into, one who can obtain that legendary status.

the same goes for the gameplay; 7 was definitely pretty rough and i'll be the first to say i was not the biggest fan of the jrpg transition. 8 changed my mind completely on that matter; every small thing that annoyed me completely disappeared and was replaced with even more of what i loved. the combat, the jobs, the substories, everything just felt like it meshed together perfectly.

this isn't a game i can coherently explain in a review, it is something you need to experience yourself. play the yakuza series in its entirety. yes, it is going to take you forever to complete, but i promise you it is a peak gaming experience.

i really don't know what i'm going to do next, i don't know what rgg is going to do next, but i do know that whatever it is, i'm here for it.

it made it to my top 5 for a reason.

also i would die for seonhee.

bon voyage.