2017

wow this is fucking amazing but also I think the game kinda peaks in the first act. it definitely blows its load early and while it never gets bad I think it never gets quite as good as those first few hours where you're barely surviving. tho I have to say playing on hard definitely enhanced the experience because it makes every fight do or die and it becomes a game of never letting the enemy attack you because every single enemy hits like a truck now, so you have to use all of your tools. but still it becomes really easy halfway through and the game only gets easier strangely. idk might have to try it on nightmare with survival options.

now for the other positives: the atmosphere is sublime. Arkane really knows how to build tension and it shows plenty. Talos I feels hostile, like something might jump out at any second; you're never fully safe aboard the station. every place also feels lived in, like people actually used it to live there, but death and decay sprayed. it was always a bit sad when I stumbled upon a dead body, especially ones killed by mimics. those never stop being gross to see (in a good way). it really immerses you into the world.

the level design is also fantastic. not only because like I said, Talos I feels like a real place people would use, but also because it's extremely fun to navigate and memorable. I never once in my playthrough got lost while running around the station, it's all extremely intuitive (except in the zero gravity parts, those always mess with my brain), to the point that I recommend turning off objective markers as soon as you can because they ruin the experience otherwise. the levels allow for tons of creative solutions that reward the player for thinking outside the box, which is the mark of any great immersive sim. I always felt smart whenever I circumvented a locked door by climbing over the wall or sliding through a small opening using the mimic power.

speaking of powers, I found a lot more use out of them this time around. mostly for combat, but still. psychoshock especially became invaluable when fighting stronger enemies because it weakens them a ton, to the point that by the end I was barely using the traditional weapons like the pistol or the shotgun (which are also great tools and feel very good to use). if there's anything I'd knock against the game is the lack of enemy and weapon variety. there's like 6 weapons max and 3 or 4 enemy types with different variantf (like wow an electric and a fire variant of a common enemy, how original). they're always fun to fight and provide good challenge, which is why I want to see more! the weapons too, while limited are all very useful in their own right (except the stun gun which I used like twice).
and of course, I'd be remised to mention the greatest tool in the game: the GLOO cannon. this single weapon opens up so many possibilities in the level design by allowing you to create your own shortcuts that it's insane. genuinely the game would be 10 times worse without it. it's also a great and extremely useful combat tool.

I don't have a lot to say about the story. if you've played System Shock, System Shock 2 or Bioshock, then you know more or less what to expect. of course, the game is extremely well written, with the characters being very likable and really feeling alive and you want them to make it out safely. plus there quite a good number of twists in the story to keep you on your toes. the voice actors also do a fantastic job, tho I have to say the lip sync is very hazardous. there's also tons of additional themed about what it means to be human (a classic) and how corporations are evil but also the relationship between the game and the player which really caught me off guard the first time I played it.

there's also a few glitches here and there which I didn't really mind, it's more funny that anything, like that one time I accidentally clipped out of bounds.

overall, game's fantastic. probably the closest we'll ever get to System Shock 3 while never being derivative and always standing out on its own merits.

good games don't age.

that's the statement I want gamers to understand because wow this is actually really fucking good! especially for such an early title in the NES' life span. it has everything you expect from a metroidvania, like the non-linear map structure, the power ups you pick up to boost yourself, the exploration, the sequence breaking, the speedrun potential, it's all here and it holds up surprisingly well for being 38 years old.
it is very fun to explore Zebes while looking at the 8 bit sprites and listening to the 30 seconds chiptune songs. sure it is very cryptic but that's not necessarily a bad thing; Metroid is a game that is meant to be replayed and where you're supposed to take notes and potentially make maps on your own, especially with the overall layout of Zebes being given away in the manual. god this is such a cool game with how rough everything is and yet how you're able to see the foundations for how the Metroid series and all those inspired by it use to this very day, both in terms of lore (the manual calls Samus a cyborg lol) and in terms of gameplay. it's simple but efficient. you really feel Samus growing more and more powerful as you acquire more items until you get the screw attack and varia suit and then you basically become invincible. controlling Samus is very intuitive and fun, even if she is a bit too slippery for my taste.

there are two "problems" that only exist because of technical limitations, which is the lack of backgrounds making every room feel extremely similar, and also I can practically hear the console crying whenever more than 5 things come on screen and how much lag it causes. there's also the lack of save station which s understandable cause many games on the NES didn't have

now with how impressive this game is, there are some choices that make it extremely hostile to play, and especially one egregious flaw: Metroid loves to waste your time. there are so many traps and dead ends that are made to waste your time and force you to do unnecessary backtracking. this isn't "aged game design", this is the level designers purposefully being annoying, and that's what keeps Metroid from being something I'll replay often. the lack of a map, very few landmarks and repetitive rooms doesn't help navigation either.

still, Metroid is a great game that I recommend everyone plays, at the very least for historical values. and who knows, maybe you'll enjoy it too.

Completion rate: 82%

I'm not going to be a contrarian and say "IS METROID PRIME AS GOOD AS EVERYONE SAYS???" because obviously it is. everything people say about this game is true. the atmosphere is absolutely phenomenal, the game is gorgeous, the music is incredible, and exploring Tallon IV is a wonderful experience thanks to the genuis interconnected level design. I wish the game was longer tbh! I could've kept going for hours. my only nitpicks are that the Chozo ghosts you summon halfway through the game get super annoying and that the Omega Pirate is a lame boss fight. otherwise, Metroid Prime is an amazing game that deserves its place among the gaming titans.

genuinely one of the funniest pieces of interactive software one can witness. Hong Kong 97 was made in two days by two video game pirates in 1995 and you can tell because as a game it's barely functional, and everything about it is complete and utter madness. to the 6 seconds loop of I Love Beijing Tiananmen to the explosion sprites being photos of a mushroom cloud, to the game over screen being a real life dead body, to the objective of killing the 1.2 billion of "ugly fucking reds" and their super weapon being the floating severed head of a deceased Deng Xiaoping, who was alive when the game was made but died in 1997, this is a game that only could've been made by shitposters wanting to take the piss out of the Chinese government and I absolutely love it.

yeah this was really solid and fun! pearlinaeight real and we can add acht to the polycule. wish there was a bit more floor and boss variety tho

Nintendo casually reminding everyone why they're the unparalleled kings of platformers. I'm sorry Miyamoto for ever doubting you.

"The colors feel so right
I've never felt like this
I'll keep on running

Sonic Colors has a uniquely fascinating place in the Sonic franchise. what was once praised as finally being a good Sonic game after a rocky decade is now lambasted as the point of no return for the "Meta era" (whatever that means). in this uniquely divisive franchise, Colors occupies an even more controversial place than other games. but what remains of Colors, over a decade later? well, I think it's pretty good!

the most jarring thing about Sonic Colors is its simplicity. if Mario attempted to be more grand when going to space, Sonic did the opposite, and honestly I think it was needed. only one playable characters, only one play style, just pure Sonic platforming. and it's done quite well imo. not every stage is an absolute banger, but the levels are fun enough without being too or too short. they're imo the perfect length for this game. and the level design in of itself is pretty good, nothing wild but very solid across the board. there aren't any bad levels I would say, and it's strange to say but with 6 acts per zone, they really get their mileage out of every idea without feeling like it's stretching or padding things out. the wisps are all pretty fun to use and they get used in creative and interesting ways. the game is pretty easy but I still felt somewhat challenged, especially when I tried to go for S ranks (which I got a whopping total of 5 across the entire game) or to get the red rings scattered all over the stages. I know not everyone is a fan of Colors' levels but I had a lot of fun with them.

the biggest thing this game gets flagged for, besides the level design is the story, and well... it's a Saturday morning cartoon. it's not great but it's inoffensive. there's nothing outwardly bad, it just feels very childish which I can understand why it'll turn off people, especially after Secret Rings, Unleashed and Black Knight which felt more mature in comparaison (well they're still Sonic games lol it's not like Taxi Driver or something). it's very low stakes and lighthearted, even at the climax, which while it doesn't really work for me, feels also like I'm not the target audience and it's instead going for small children, which I don't mind. you need something for everyone after all. the copyright law line is very out of pocket but I like it. I honestly don't get why everyone is so heated about the story, acting like it ruined Sonic when it's just going for something different. I like the focus on just Sonic and Tails, it's something we haven't had for a long time at that point.

the best thing about the game without a doubt is the presentation. obviously, the music is incredible, which like duh it's Sonic, but it's especially fantastic here. top 5 OSTs in the series without a doubt. but I want to bring particular attention to the graphics and art direction, which is absolutely wonderful. it looks amazing to this day, and it's wild they were able to make this on the Wii while running great, only dipping at certain intensive momentf like when using Frenzy. all of the planets are beautiful, colorful and full of life. honestly one of the best looking Sonic games right after Unleashed for me. it's all absolutely magical and gorgeous, even with the blurry Wii resolution and the fact it's running on basically slightly modified GameCube hardware.

overall, I'd say Sonic Colors is a pretty good game. not much more than that. it came at the perfect time when Sonic needed something more simple and down to Earth (get it? cause they're in space), and while I understand how it's not for everyone, I think people are still unfairly harsh to it. calling Sonic Colors "not ambitious" is both reductive and just not true, because it's obviously trying something new for the series. just because you don't like it doesn't mean it's unambitious. Sonic Colors is good, and I like it.

"I'm gonna reach for the stars
Although they look pretty far
I'm gonna find my own way
And take a chance on today"

absolutely goated with the sauce, fantastic 2D platformer. it's a crime we haven't gotten a new Rayman game in 10 fucking years

this is a fine enough expansion, it's just more half-life but with less weapons and less interesting levels so it's just not as good but you know it's relatively harmless enough, especially considering its origins as a bonus campaign for the cancelled Dreamcast port. plus I like the HD models (even tho they changed the MP5 to an M4 for some reason).

actually a pretty good expansion pack. while it doesn't compete with Half-Life (then again what can), it serves as a really great companion piece. a shame every element from it is ignored in future Half-Life games.

"Gordon Freeman, in the flesh, or rather in the Hazard Suit."

god what a fucking game man. still holds up surprisingly well once you get past the graphics hurdle. one of the best examples of gameplay and story meshing together in a fun and interesting way that is unique to video games. there are no cutscenes in this game, you are always fully in control of Gordon, and that is one hell of an achievement even to this day. the heaps of praise Half-Life recieves is 100% deserved.

now obviously, it isn't perfect, especially nowadays. there's the inherant jank present in GoldSrc, tho it can be exploited for fun tricks (see any Half-Life speedrun), there's some redundant weapons and the MP5 and shotgun are a bit too good so you end up using those weapons a lot while negleticing the other weapons. plus some weapons like the snarks and hivehand feel very gimmicky but they're still fun. subtitles are sorely missed, and the game doesn't make it obvious that you should be cautious and really think about your moves during combat because of the Quake-like movement (due to GoldSrc being a modified Quake-engine) and the ability to save scum. I don't mind the platforming usually but some chapters (Residue Processing and Xen) really get on my nerves. Xen (the section not the chapter) in general isn't very fun but it's also not as bad as people made it out to be and I sort of like Interloper. but yea this whole ending segment could really do with an overhaul.

however, all of my complaints pale, they squeal in comparaison to the qualities and innovations Half-Life brought to the table. it is endlessly replayable and always fun. if you tried Half-Life and didn't like it, try again, you owe it to yourself to experience this behemith of a game firsthand. it is the closest gaming's ever gotten to break into mainstream and make people realize the unique experiences video games can offer, and for good reason.

yep still very solid a year later. the free updates add more content which is always welcome, but it's more content that feels like it should've been packaged with the game on release and makes the original ending section look even more unfinished. that being sad, I hope they turn down the difficulty for the next Sonic game because while the base content is baby easy, the Final Horizon is brutally hard. I want a healthy middle ground. and while the new final boss is better and more appropriate than Ikaruga, it's still underwhelming I thought and not really worth the effort. still, it's free and optional so you're not losing much if you go for it. also the new cyberspace stages are completely pointless and you don't need to touch them at all which is fine because my "you NEED to complete everything" brain can't handle its difficulty. so yeah I didn't complete everything for the Final Horizon but like it's whatever I still had fun.