LeahThe3th
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Played 100+ games
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I love what this game does to Zack, honestly he's my favorite character in FF7 after his characterization in this game, and this is 100% worth playing and ties in well with the original game.
Every scene that involves building on the story from the original is great, and the emotional scenes really get to me, especially the ending.
...But man oh man, EVERYTHING that was made up for this game with the copies and Genesis the pretentious poet just feels soooo terrible, it's just this overwritten shlock with a wannabe Sephiroth, and it just sucks because you already know how it ends, it didn't exist in the first game so it all has to go poof and not matter by the end, and it doesn't, Angeal at least provides the basis for Zack's growth, but everything with Genesis is pure fluff filler.
The combat is just okay, I've heard it's way better in the remaster, so unless you hate his new voice actor, like me, I'd give that a whirl instead, it fixes up the problem like the attack system being a bit too slow and clunky, and the fact that hitting attack makes you run straight to the locked on enemy, whoever the fuck that may be and just swings, and running to attack is instead a dash to attack.
The DMW is completely fucking insane, just a constant roulette wheel spinning that will stop your gameplay for 10s if it's close to getting something good so it can play a limit break, it's totally luck based so you might get like 6 in a row or nothing for 5 minutes, this system is honestly terrible but at least it's patched up in the remaster to not lock you in place as much, and I can't say I'll be missing the game locking up to show me a roulette wheel and pictures from the cutscenes in the game.
Progression is also atrocious, you can ONLY level up from rolling the same numbers in the DMW, not from killing mobs, and the levelling is glacial anyhow, so if you fall behind you're just going to be getting level checked by attacks that deal more damage than you have health, it's really obnoxious, but again, the remaster fixes this.
100% worth the play for FF7 fans, more so than any of the remakes, and 110% if you want to play the remakes, but I'd recommend the remaster simply because of how much better it plays, even if Zacks' voice acting is awful.
Every scene that involves building on the story from the original is great, and the emotional scenes really get to me, especially the ending.
...But man oh man, EVERYTHING that was made up for this game with the copies and Genesis the pretentious poet just feels soooo terrible, it's just this overwritten shlock with a wannabe Sephiroth, and it just sucks because you already know how it ends, it didn't exist in the first game so it all has to go poof and not matter by the end, and it doesn't, Angeal at least provides the basis for Zack's growth, but everything with Genesis is pure fluff filler.
The combat is just okay, I've heard it's way better in the remaster, so unless you hate his new voice actor, like me, I'd give that a whirl instead, it fixes up the problem like the attack system being a bit too slow and clunky, and the fact that hitting attack makes you run straight to the locked on enemy, whoever the fuck that may be and just swings, and running to attack is instead a dash to attack.
The DMW is completely fucking insane, just a constant roulette wheel spinning that will stop your gameplay for 10s if it's close to getting something good so it can play a limit break, it's totally luck based so you might get like 6 in a row or nothing for 5 minutes, this system is honestly terrible but at least it's patched up in the remaster to not lock you in place as much, and I can't say I'll be missing the game locking up to show me a roulette wheel and pictures from the cutscenes in the game.
Progression is also atrocious, you can ONLY level up from rolling the same numbers in the DMW, not from killing mobs, and the levelling is glacial anyhow, so if you fall behind you're just going to be getting level checked by attacks that deal more damage than you have health, it's really obnoxious, but again, the remaster fixes this.
100% worth the play for FF7 fans, more so than any of the remakes, and 110% if you want to play the remakes, but I'd recommend the remaster simply because of how much better it plays, even if Zacks' voice acting is awful.
Corn Kidz 64 is a love letter to classic 3D platformers, and is made with nothing but love.
The game oozes with the 90's kids cartoon style with the main characters Seve and Alexis looking like they were ripped straight out of some particularly grunge-y one, and the worlds feel ripped straight out of N64 game that says "COOL" somewhere on the back of the box.
The game plays pretty great, the platforming is pretty tight, the worlds although there's only 3 of them are filled with detail to make sure they last, and there's enough secrets to look for to make it just not laser focused on your main objective, in-fact the game's "Level" system forces you to find some of them to progress forwards, kind of like a badly telegraphed Mario 64 Star Door, though it could have been done better by designing it more like that, instead of having like 200 cubes, have about 50-70 and the doors require that specific amount, the level thing makes it feel like it's used for extra abilities, or just as a bonus, so it kind of tripped me up when I found out they were required.
There are some issues with the gameplay, for one there's only one real major world, with the first one being kind of a tutorial level with some things to do in it, and the other being exclusively a final level gauntlet, and the camera angles can screw over your platforming a lot, there probably should have been an extra reach to a lot of the platforms to make up for the fact that you'll probably be a bit imprecise due to the weird camera angles.
There was only a single boss-fight, but that's not much of a complaint because it fits in pretty well for a 3D platformer, revolving around dodging attacks then platforming to win, but having to aim stuff without a reticle and with a very awkward aiming system sucks almost as much as it did in OoT.
Sometimes finding out where to go in the level the game revolves around, the Hollow, gets a bit confusing because of how obtuse some things can be, It's not too bad and it does serve the old-school style very well so it's only a minor complaint.
There's not much else to say about the game though, It's so old school that the music is just alright and the story is almost non-existent, but that's not a problem.
I ended up liking this ever so slightly more than Pseudoregalia, so if you liked that, or even just like any 3D platformers at all, you'll probably like this.
The game oozes with the 90's kids cartoon style with the main characters Seve and Alexis looking like they were ripped straight out of some particularly grunge-y one, and the worlds feel ripped straight out of N64 game that says "COOL" somewhere on the back of the box.
The game plays pretty great, the platforming is pretty tight, the worlds although there's only 3 of them are filled with detail to make sure they last, and there's enough secrets to look for to make it just not laser focused on your main objective, in-fact the game's "Level" system forces you to find some of them to progress forwards, kind of like a badly telegraphed Mario 64 Star Door, though it could have been done better by designing it more like that, instead of having like 200 cubes, have about 50-70 and the doors require that specific amount, the level thing makes it feel like it's used for extra abilities, or just as a bonus, so it kind of tripped me up when I found out they were required.
There are some issues with the gameplay, for one there's only one real major world, with the first one being kind of a tutorial level with some things to do in it, and the other being exclusively a final level gauntlet, and the camera angles can screw over your platforming a lot, there probably should have been an extra reach to a lot of the platforms to make up for the fact that you'll probably be a bit imprecise due to the weird camera angles.
There was only a single boss-fight, but that's not much of a complaint because it fits in pretty well for a 3D platformer, revolving around dodging attacks then platforming to win, but having to aim stuff without a reticle and with a very awkward aiming system sucks almost as much as it did in OoT.
Sometimes finding out where to go in the level the game revolves around, the Hollow, gets a bit confusing because of how obtuse some things can be, It's not too bad and it does serve the old-school style very well so it's only a minor complaint.
There's not much else to say about the game though, It's so old school that the music is just alright and the story is almost non-existent, but that's not a problem.
I ended up liking this ever so slightly more than Pseudoregalia, so if you liked that, or even just like any 3D platformers at all, you'll probably like this.
Everyone has already said their thoughts on this game before, so I'll get into what really stuck with me with the game, it has nothing to do with the addicting gameplay, or the killer soundtrack, it's what two of the major characters represent, Jacket and Biker.
SPOILERS for both the first and the second game.
If you know anything about this series, you know what Jacket represents, he's committing horrible acts of violence, just following orders.
For the 50 Blessings operatives, this either is out of nationalism like Jacket and Jake, or out of fear of the threats 50 Blessings has otherwise like Richter, even though at one point said threats were probably lies.
For the players this is just how the gameplay goes, you're presented in the level and your goal is to kill all these enemies, so you should do it.
Yeah, yeah, it's a pretty dull "VIOLENCE IS BAD?!?!" thing, but it's executed quite well in practice with the ambience as you walk through the viscera you've left behind in your wake on your way to your not-Delorean, and it was very profound for its time.
What interests me more is Biker, though.
Biker is a very interesting character, especially how he ends up in the second game, that it's kind of an unrepresented criticism of player behavior, the one who can engage with the game past just the gameplay, but still refuses to engage with it as a piece of media because they're too busy looking for answers.
For Biker it absolutely consumes him, until he's faced with what probably is the ghostly figure of Richard, who I can only assume in the events of 2 represents death and finality, that he's powerless and he's wasting away in the process, and continuing in senseless violence isn't going to get him the answers, nor the retribution he wants.
For the players, they'll look up and down combing through the story piecing together events, when really there's not much to it, it's not all this intricately put together plot, it all just revolves around these characters and what they mean, the real answer is that the violence just to find out what's behind it all, what happens after the collapse of the Russo-American Coalition, what happens after the nuke, isn't worth it, you shouldn't be engaging with the violence just as senselessly as someone just doing it for "the fun of it" because you want to know "what will happen"
I love Hotline Miami, I love how the series pieces together story, gameplay and symbolism, into a total crowd-pleaser, and Hotline Miami 2 ends the series off well.
Please never make another one of these, Nothing official, no fan-games, if you really want to use the level editor, go ahead, but what should be taken away from the game is how our culture is strongly connected to violence, and how violence will always lead to more violence, the series has said what it needs to say, the gameplay is too connected to what the game is trying to tell about violence, let it rest.
SPOILERS for both the first and the second game.
If you know anything about this series, you know what Jacket represents, he's committing horrible acts of violence, just following orders.
For the 50 Blessings operatives, this either is out of nationalism like Jacket and Jake, or out of fear of the threats 50 Blessings has otherwise like Richter, even though at one point said threats were probably lies.
For the players this is just how the gameplay goes, you're presented in the level and your goal is to kill all these enemies, so you should do it.
Yeah, yeah, it's a pretty dull "VIOLENCE IS BAD?!?!" thing, but it's executed quite well in practice with the ambience as you walk through the viscera you've left behind in your wake on your way to your not-Delorean, and it was very profound for its time.
What interests me more is Biker, though.
Biker is a very interesting character, especially how he ends up in the second game, that it's kind of an unrepresented criticism of player behavior, the one who can engage with the game past just the gameplay, but still refuses to engage with it as a piece of media because they're too busy looking for answers.
For Biker it absolutely consumes him, until he's faced with what probably is the ghostly figure of Richard, who I can only assume in the events of 2 represents death and finality, that he's powerless and he's wasting away in the process, and continuing in senseless violence isn't going to get him the answers, nor the retribution he wants.
For the players, they'll look up and down combing through the story piecing together events, when really there's not much to it, it's not all this intricately put together plot, it all just revolves around these characters and what they mean, the real answer is that the violence just to find out what's behind it all, what happens after the collapse of the Russo-American Coalition, what happens after the nuke, isn't worth it, you shouldn't be engaging with the violence just as senselessly as someone just doing it for "the fun of it" because you want to know "what will happen"
I love Hotline Miami, I love how the series pieces together story, gameplay and symbolism, into a total crowd-pleaser, and Hotline Miami 2 ends the series off well.
Please never make another one of these, Nothing official, no fan-games, if you really want to use the level editor, go ahead, but what should be taken away from the game is how our culture is strongly connected to violence, and how violence will always lead to more violence, the series has said what it needs to say, the gameplay is too connected to what the game is trying to tell about violence, let it rest.