New mainline entry in the long running series about fighting, recruiting, and creating demons to help you fight in and possibly prevent an angel and demon filled apocalypse by following different competing ideologies on how the world should be remade. The worst of all the main entries and easily one of the worst games in the franchise (SMT, Persona, Devil Survivor, Devil Summoner, Soul Hackers, if..., Last Bible, Digital Devil Saga, Majin Tensei, etc, etc, etc).

Turn based battles with some good varied animations for different demons some having their own attack animations, item use animations, and idle animations. Still one of the rare series to make buffing, debuffing, and using status effects very important. More ability customization options with you being able to acquire a demon essence to learn theirs skills or weakness/resistances, some being easily swappable at save points as long as you have or can pay for more of them. Series still doesn't tell you what skills do or how things work, no details on what proficiency effects, differences between skill damages (where some don't even align with the type of strength it implies), what it means to increase or decrease by ranks for buff and debuff skills, if side effects of certain attacks are buffed or if chances are increased by proficiency, what all the luck stat actually does, etc and some descriptions lead you to believe some skills work in a different way than they really do. The series is back to having game over at MC defeat, so if you happen to get targeted multiple times it can lead to sudden cheap game. There is the usual problem with the game with the way that skills work, for people that know how the series functions the hit everything moves are typically never worse keeping as they cost too much, do less damage, and can hit enemies that are strong against their element, skills that hit multiple times are better than one hit but stronger moves, then there are the usual just completely useful skills that waste limited slots like the small HP and small MP gain after battle skills. The game has a good but very limited selection of music during combat.

There is a poorly done area of combat, which is the magatsuhi skills. You fill a meter through combat actions and can then make use of a powerful skill, you have one different types of demons have one and through an unlock you can use your demons skills. The first one you get that makes all attacks crit for your sides turn doing more damage and giving bonus actions, another that gives everyone max proficiency in everything so they do much more damage at a lower cost, and then one that does huge amount of almighty damage based on your level are so much better than everything else that none of the other skills matter.

You will get access to a large selection of demons that get a bit more personality through some of the new animations. There are more unique skills helping to make each demon stand out more. Some odd unique skill choices though, like not giving anything to ones you would think would have them or giving great skills to demons who have natural stats and stat growth rates that make them a poor choice for the skill. When it comes to having conversations with demons to recruit or to try to get something from them the game has some entertaining conversations both with demons and between demons if you have one in your group with a special conversation, but a lot remains the same fairly nonsensical and constantly repeated (even between extremally different types of demons) options. It's extremely luck based and often nonsensical with what works and doesn't, and if you fail one time and try again nothing about the first talk is remembered. Recruiting by talking is an extremely inefficient way to get new demons as always as their stats will be low and skills selection poor, which means that leads to worse options when fusing them for other demons. They also demand items or more often ridiculous amounts of money that could have just been used to fuse them in a much better and more useful form.

It would have been nice to see the conversation system finally expanded on, maybe brining in demon types to help or to create new types of discussions like in Persona 2 rather than just always seeing "what kind of demon are you", "they are trying to lead", "come closer", "look into my eyes", etc, or by having conversations be more beneficial, or allowing you to directly choose the options you want more often if you wanted to try to get money or items out of them. If I wipe out three enemies and bring the fourth down to .2% of its total health, maybe it should go into the automatic conversation where it asks me to spare it in return for something, or at the very least when I initiate a conversation maybe the verge of death, 20 levels lower than me, fairy type demon shouldn't be telling me that it will destroy a weakling like me. It's really getting old that they can't do anything remotely interesting with the conversation system and that they haven't even tried to in the over 20 years since Persona 2.

Demon fusion has a very easy to use system that with a fairly good UI. You can easily sort through all the demons that you have the ability to fuse or that you know about that are over your current level and can be shown all viable combinations from the demons you currently have or that you have registered. The section where you can use the essence of a demon you give yourself or one of your demons new skills is poorly done as you can't just search for a skill type or quickly cycle through your acquired essences to see what skills each has.

The new 3D environments don't really look good, are fairly bland and can have a lot of similar features, and they can be confusing to navigate in some areas. Can't say that I really like hopping and Naruto running around in a SMT game either. This all made worse by the areas just getting less and less interesting as the game goes on. There can be severe framerate issues, sometimes in battle but almost constantly during traversal for a really dull and empty looking game. Not as embarrassing as it was in Deadly Premonition 2 but still inexcusably bad. There are basically four main areas and three dungeons in the entire game. The large areas will have you running back and fourth to complete fetch and kill quests while you progress to different sections of them. The first dungeon takes place in a school that is very straightforward except there can be some students to rescue and demons that might ask you for help and can be telling the truth or tricking you, it is the most interesting concept of what happens in them but your choices or if you rescue everyone effects nothing. The second is a demon prince palace that has fans that blow you around to different areas, annoying, nonsensical given your power and demons, and a time wasting tacked on element made even worse by them forcing you to drop back down to lower areas to lose progress in order to collect some of the items. The final dungeon is the end game area that feels like they wanted to make a maze but then realized that your map just shows you everything so they just gave up trying to implement it in a way that makes sense, terrible map design but terrible design I am very thankful for. The more open environments also lead to strange enemy placement, where you might be around level 30 getting warned about strong opponents who might be level 30, 40, or 70. You might run into an enemy in the first area, 4% of the way into the game, to be told that it is strong and you should come back later (but no idea how strong) and then finally you might find a quest to fight that enemy about 85% of the way through the game.

Battles are no longer random, which I like, but the way they put demons on the map is poorly thought out. Despite the large number of demons to summon, there isn't that much when it comes to enemy variety in each area and they all tend to just be spawned on the map together walking around in groups. If you hit one with your sword (Persona 3-5 style) while they aren't alerted you and your demons go first (speed no longer effects turn order once the fight starts just your hit and dodge chance, so one side goes then the other). If you hit an alerted enemy, run into them, or they hit you then who goes first is based somehow on your speed stat (maybe theirs as well, maybe your luck, who knows it's a Japanese RPG the only way you are going to know how it works is if someone datamines it). It tends to look bad and be poorly handled, but at least you won't run into 20 random battles while trying to turn in a fetch quest or when you get lost in the new environments trying to find a small hidden path. Odd thing the game still does is give some demons the skill that prevents battles for a little while, not sure why they would force waste skill slots when you can just walk or run around enemies very easily. Some enemies will be charging at you or advancing in formation with other enemy groups, you might think this can effect the battles or lead to large or chain battles, nope, does nothing.

Terrible story, with uninteresting ideologies at their most boring forms. You get the usual support the fascist murder happy order side (who of course, try to kill you multiple times before you even side against them), though this time being represented even more poorly than before as God is dead when the game starts and the two representing that faction are two of the dumbest people in the entire series and one being the dumbest looking, near the end even going beyond the already questionable reason to support the order side with God being dead already by having both characters becoming physical appearance wise and action wise cartoonishly evil. You can choose two versions of a status quo ending where you basically just save Tokyo but keep everyone locked in conflict, with one ending also removing the thing the stronger characters are fighting over while probably not saving Tokyo but I think the rest of the world is fine. The true ending seems to be a mass genocide route with ending text that implies that things won't stay the way you made it anyway (probably a good idea for sequels). No one cares about you or anyone else, with characters not even mentioning other barely utilized pointless characters that are supposed to be important to them even while dying, and even the most pointless characters you randomly know as students all living in Tokyo all happen to have inherited the most powerful beings forbidden knowledge that they now want. You spend almost no time with the game's characters or factions, almost no time in the world that humans still occupy, and the majority of the demon side quests you get are simple item fetch quests to exchange for other items.

The only decent side quest that ends up also being a series of quests is one involving the side character Miyazu (who basically has no reason to exist for the first 90% of the game, or if you miss these quests, or if you chose to kill Khonsu before knowing these quests exist) and the demon Khonsu. You are pushed towards certain alignments behind the scenes based on mostly meaningless choices you make that don't really feel at all connected to the games ending (being nice means you are siding with the insane murder happy cackling order side) and being on the opposite path of an ending you want can cause you to need to spend 666,000 macca (a lot of money) or be unable to unlock bonuses attached to your ending for New Game+. Some side quests give you fake choices that you can't actually pick and that don't effect anything, and the few side quests that feel like they should have effects on the ending or later parts of the game, or at the very least, some of conversations you have do nothing at all.

It feels like a rushed or hacked up plot with poor characters you rarely even see, poor examination of ideologies, poor world building, and a poor setting. The large open but dull lifeless environments, some of the cutscene design that might show off some cool demon design but mostly just involve everyone standing around as your character looks on blankly as things talk without moving their mouths, the small number of areas and limited character interaction, poor framerate, and the better combat animations next to a lot of more generic ones can make it feel like they thought they were going to have a much bigger budget or time to design the game but didn't get it and had to cut a lot.

The main SMT style endings have always been a bit more limiting choice wise when compared to something like the Devil Survivor games where you get a lot more options, have things hidden from you, have paths that kill people before the end game, you have the ability to change the mind of some characters by brining up how their ideas contradict themselves or by realize characters are only trying to do what might look best at the time, and those characters seem to have actual reasons to do or believe in what they are doing. You really just have three main side characters whose motivations are, "Demons killed by family they all need to die." "I want to save Tokyo." "I'm a helpless loser and want to live my life being told what to do, wait no, not by any of you by the person who told me what to do first and wants to kill my friend."

The gameplay can hold it up to be an alright game but I'd just recommend almost everything in the franchise before this. Adds nothing new that is positive and any changes made feel rushed or half assed. Play translations of the originals two (and the GBA version), play the remaster of three, play 4 and its sequel Apocalypse, Soul Hackers, Devil Summoner 2 Raidou Kuzunoha vs King Abaddon, definitely play the 3DS versions of the Devil Survivor games, the Digital Devil Saga games, and the Persona series because they are all better than this.

This also has the usual paid day one DLC that this series has fallen in love with since the 3DS games. The DLC gets you more boss fights, new demon additions (the ones from the boss fights), as well as ways to make the game require less grinding. Most of it involving fighting and unlocking the bosses from SMT 3 and then fighting the main character in the game's most difficult battle.

Screenshots: https://twitter.com/Legolas_Katarn/status/1474978339177725952

A quick funny game with great and absurd visuals and characters with a lot of hidden easter eggs and mini games to find.

Looks good with cute character designs, nice animations and new cinematics. Controls are responsive. Transformation abilities are now tied to button presses or certain types of environments instead of being a form you remain in giving you some easily accessible abilities to keep you mobile or out of an enemy's reach. You gain a form for dashing for speed or to get past enemies, swimming, digging, crushing blocks, and double and triple jumping.

Transformations work well and some can come together for well made areas but take away from having well made other forms to remain in. The swimming and digging is never fun and never leads to any interesting stage design, and the other abilities really only come out at there best in the final area where they seemed to finally try to put the slightest bit of challenge in the game.

It is absolutely terrible as a metroidvania style game. They clearly didn't have much actual game and used the genre as a lot of developers do to make dull, small, repetitive, simplistic areas, to force needless backtracking, and give you things hidden all over to find to pad the length. The issue with the hidden objects being that there is nothing of value to find, you can dig up statues and shock machines but most will just drop a few gems to buy potions or the magic abilities that there is never any real reason to use. You can find hidden heart squids to increase your maximum life but I decided to just get the achievement for finding them all and never using them to add to my life because this is one of the easiest games I've played. You can already heal with magic that you can get to constantly regenerate, heal by finding hearts, and heal from eating all the food items that drop from enemies. Enemies can drop cards and you can trade gold nuggets for others that will give you passive abilities like getting more gems, doing more damage with certain moves, crawling faster, etc nothing that makes any interesting changes or that is really needed and further slows the game down if you are trying to get a specific type of card.

The game introduces other half genie characters that have almost no character and that you spend next to no time with. If there was some better ideas and initiative here you might be able to play as them, learn more about the game's world from them, make them more interesting characters to appear in future games, have access to different kinds of magic through meeting them. Instead, all they do is get you a new dance that is said to have something to do with their powers. You get an ability to see hidden platforms, walls you can walk through, or items in the environment, the platforms are just something that you have to do when you get to certain areas, the items are just things that often would give you know idea that they are there unless you just run around constantly using that dance and are never useful. You can use one to heal yourself and purify water, one to shock enemies and machines, and one to cause an earthquake (with no real visual effect other than shaking) to damage enemies or open paths in the environment. The only time any of these are remotely interesting is that some enemies are weak to them in certain ways, healing can change a type of enemy to an ally or partially give back bodies to zombies and shocking enemies that spin on a metal pole can lead to new animations and an instant kill. The characters were both disappointing mechanically and narratively.

The way you unlock and need to possess the abilities they give you also makes the metroidvania essentially completely linear. This was a series that had no real reason to go back to this style compared to the stage selection of the last two, and would just be a much better series if they ditched the exploration entirely, made linear stages, and gave you fun abilities to use in interesting ways (maybe some character switches) kind of like they did in only the very last section of this game. For a game that wants you to backtrack it also has unusually long load times, not that it will make you sit around for minutes at a time, but much longer than you would expect for a title that should barely see any.

If you want an easier game that plays well or want to get something for someone new to the genre I would be ok recommending this when it is on sale. The asking price is ridiculously high for something as short and as unambitious as this when you have such a wide variety of other games in the genre (even the past games in this series) available instead. This is serviceable (maybe better if you just play through it and ignore hidden objects) but it really makes it seem like they are either completely out of ideas for the series or that they are ok coasting off of the character of Shantae and maybe they can sell you on some scantily clad other character designs to attract old fans when they skimp on content.

As someone who was unintentionally wearing a Shantae T-Shirt while writing this, I was pretty disappointed.

Screenshots: https://twitter.com/Legolas_Katarn/status/1293434348109099008

The Last of Us combines the worst aspects popular in games of its time with a mediocre story that pulls from other better, or just as mediocre but in different ways, apocalyptic plots with a world that only stands out due to not being another drab wasteland setting (we go with the Russia/Eastern European green style not the US/Australia Mad Max brown kind) and the zombies being plant zombies instead of normal slow brain devouring or violent charging horde zombies.

The few decent moments the game has are at odds with the constant obvious turns the plot takes, fairly limited combat against human enemies and dull combat against other enemies, a ridiculous ending goal due to the badly written to make everyone incompetent groups you work with, and almost every generic bad design trope of its time including a bad crafting system, dull simplistic stealth focused sections, slowly walking through areas while the "important" conversations play out, and a constant variety of nonsense busywork like finding generators, dragging objects, and moving planks around because one of the characters refuses to swim. Made during the weird time where a lot of lead developers apparently became dads and wanted to make dad games, maybe for all the time they spent not seeing their own kids while being forced to work long overtime hours making garbage for major studios.

A linear turn based strategy game about children that end up using an ancient giant tank to drive an invading army out of their homeland. Breaks in the combat sections allow you to upgrade parts of your tank, cook to temporarily increase stats, explore dungeons, and have the characters talk to become better partners in battle and to access three story scenes between each of the 12 characters. A powerful weapon, the soul cannon, can be used to instantly destroy boss enemies by sacrificing one of the children.

Beautiful art, illustrations, and expressive character animations when walking around the tank and good though limited variety of music.

A fun and interesting battle system that has you constantly swapping characters and teams and positions to make use of the type of weapon they use as well as character abilities and team attacks against a wide variety of enemies. Each character fires a cannon, grenade launcher, or machine guns with different speeds, damage values, critical hit chance, and skills. Enemies can be knocked back down the turn order list if they are hit by certain types of weapons. Some enemies are faster and are harder to hit with the stronger cannons or grenade launchers. Machine guns can break armor off defensive enemies to weaken them with their users skills. You can have three characters actively preparing to attack at a time on your top, middle, and bottom guns, with each of those three supported by another character and swap out characters every three turns (even using this as a way to move them around to get slower characters their turn faster). Each child has their own support skills that might increase damage, heal the tank, recover SP, allow for faster recovery, prevent injuries or fear effects, etc and if the pair has improved their relationship they can charge a powerful link attack over time that you can use right away or save all the way to the chapter boss. Each child also has a hero mode they can activate if the desire they had on a checklist was fulfilled (eating a type of food, performing an activity, talking to someone, upgrading something, etc) putting them in a powerful mode for five turns where they can do things like heal for twice as much, double the power of skills, gain another turn as long as skills are used, normal attacks fire twice, break all of an enemy armor and delay them, etc. Even with so many characters using the same type of weapons and some skills being shared their stats, unique skills, and unique abilities make each one of them useful and different.

While the battle system and art are great, the game is lacking in almost everything else. The story is fairly uninteresting. The three possible scenes between the characters are short and of varied interest but you will be spending so much of your downtime doing other things that raising your relationships to the levels to see a lot of scenes isn't practical on your first playthrough. An issue with the battle system is that every combat gives you a ranking and high ranks increase your XP and character relationships by as much as an additional 1.5 multiplier, meaning it punishes doing poorly and really punishes doing poorly early on as you learn the game. Like a lot of games with temporary ability increases, one of the cooking options gives you more XP and relationship points during the entire section you are in until your next rest point, meaning you should obviously always cook that dish. The game can further punish failure with almost everything you do in the down time having a percentage chance of failure, so it's great when you waste 1/4-1/3 of your time failing 80%-90% upgrade chances where you could have been getting to know the characters more. The dungeon exploration elements it adds to the game are extremely dull, you just pick three kids to walk around an area that might have simple obvious traps or enemies where you pick up items until you find a key to open a chest that will have a larger cache of those items.

Each chapter has about three breaks in it where you do the side activities. You get a break, travel through spaces fighting battles, picking up items and materials, and driving over health an SP recovery crates. You do that again, and then after your next break you get a large health and SP pick up and fight a boss. This is linear and automatically driven with you being able to see a few sections in your path ahead for what is going to happen and you will get route splits of safe, normal, or dangerous routes. Dangerous routes giving you enemies worth more XP (even if you were to rank lower) and better quality items. I chose the dangerous route every time, this was fairly difficult in a few early chapters but then the entire game became very easy (even with my conservative playstyle of saving almost every link attack for the boss and never using any of the healing or special ammo items ever, you know, because I might need them later) and bosses were pitiful. I imagine going the other routes would make everything easy in normal gameplay and the bosses maybe almost slightly threatening.

Like a lot of games with permanent death features, in this game's case through the use of the Soul Cannon, it is a pointless feature that takes away from the game. To begin with, there is just no practical reason to ever use it at all, so other than being a minor narrative feature it serves no purpose. If you did use it you are only going to be losing out on unique characters. By having something like this it would also mean that the game would have to be designed so that anyone could be dead at any point which means that many sections are just filled with generic style of dialogue that can be filled by a character at random instead of a more meaningful story or character moment. Though the times that there is more focus on a particular character I would be interested to see how events play out differently (like if you don't have Sheena when you get Britz) but I'm not going to replay the game in a more boring fashion to see that. Even the paired endings with sibling characters just give you no text if you were to kill one of the siblings, giving you no unique illustration or ending for the surviving character.

Recommended to turn based fans for fun main gameplay, art, and good music, though would be a stronger recommendation if the balance, story, and side activities were improved on.

Screenshots: https://twitter.com/Legolas_Katarn/status/1463636996610351106

I'm never going to love the series' combat or the dull large enemies but it's a beautiful, varied, fun to explore world that gives you a large number of build options (if you can find what you need).

You can more easily play as the type of character you want to play as faster thanks to both starting builds and how fast you can use the open world to find weapons, skills, and magic you want. Your focus can ber around using shields, using a weapon two handed, duel wielding, intelligence magic, faith magic, dragon magic, being a spellblade, archery, etc with all being viable options as well as focusing on damage types like bleed, poison, lightning, fire, holy, and frostbite.

New mechanics give you more options than before. There are better stealth elements with you being able to sneak in bushes or use certain items and attacks to cause noise to attract enemies to a location. Jumping is now an action, and in addition to being useful for exploration and just a better way of movement through the environments, also allows for more attack options and dodging strategy. There are a lot more attack options with your light and strong combos with one hand or two hands, duel wielding combos, duck attacks, jump attacks, dodge attacks and every weapon has one or two special attacks that can be changed by finding and equipping Ashes of War items and there are a very large and varied amount of these to find. On top of the skill variety, there are many unique or different versions of weapons from a large number of different weapon classes that you are constantly finding that can have their own attacks, skills, speed and length compared to other versions of the same weapon, and with different skill growths attached to them, giving even spell caster focused builds good weapon choices (you can find intelligence and dexterity based greatswords). You also can find a large number of summonable and upgradable companions and creatures to help you fight, maybe giving you a powerful attacker, someone to give you passive buffs, or maybe just multiple weak allies to distract a mob of enemies while you hang back to cast spells or to fire off your your bow, crossbow, or spells. Varied and visually interesting enemies and bosses.

Elden Ring takes place in a very large beautiful open world that pretty much lets you go just about anywhere from the start. A world not covered in pointless waypoints and fetch quests, with a great looking map where you can identify caves, towers, map pieces, churches, etc just from visually looking at it while also being able to add your own markers to remember where things are. The world is full of hidden areas, secret paths, and for many locations, multiple way to get access or to become teleported to a place. The feel and look of locations vary widely, at times seemingly taking inspiration from every one of their Souls style their past games (Demon, Dark, Bloodborne, Sekiro) and you are pretty much just always finding a cool new spot or thing. Your horse is fast to activate, speeds up travel greatly, and is surprisingly fun to use and fight from. When you are out of combat your stamina bar does not decrease so you can continue to run while just exploring.

The HUD is fine, very minimal with basically just a compass and then adding your health, FP, stamina and weapon and healing flask bars when a combat starts, but interacting with menus and inventory is terrible. You will be picking things up constantly that you have no idea what they do and then have to find them in your large inventory of mostly garbage you won't ever care about not even sure what item type section it is in just to find and read a description that might give you an idea of what it is used for. There is no easy way to compare all of the equipment you are constantly picking up, or even to compare what you are looking at in a shop compared to what you have equipped, and side passive benefits of items are hidden in the more detailed lore description of the item and might not even show up in the main stat description page.

The terrible inventory isn't that much of an issue as you will just kind of know what equipment you want for your build and most of what you pick up will just be obvious crafting garbage you have very little change of ever using but there are still simple things that should have been better handled. You have only your d-pad up slot for spells and d-pad down slot for flasks and other quick items and can put like eight different things in them that you have to cycle through one at a time and identify by the image, and then I guess just do to the series obscure system doesn't even bother to tell you that you can at least hold up or down to switch back to the first item slot. One of the bad UI features that will likely get people killed is that you can both be knocked off of your horse or have your horse killed, the horse is basically a spirit so in either case it will just disappear only letting you know it died by the sound it makes, you can easily revive it by using on of your healing flasks but to do this selecting your horse brings up an awkward menu on the bottom of the screen asking you a yes or no question to use a flask with the default selected choice being no, obviously not a good thing to be doing in a never pausing combat event. There are times when it has you fighting two stronger enemies and when you kill one large popups of items it just have you appear on your screen that will prevent you from taking actions until you hit a button to confirm for each new item while the other enemy still attacks you.

Multiplayer and community options like a password to limit who you play with or to stand out in your community give you better options, but you're still not going to have an easy time just inviting someone for co-op, you are going to need consumable items, to be in the right area, you can't fast travel or use horses, and players are removed from your game once bosses are defeated. So this isn't going to be like Nioh where you can take on the game with your friend, even though this game allows for AI allies to be summoned for bosses and in the more difficult sections of the game. You can get summoned to another player's world to help protect them against invading players, this can be strange when it wastes your time by teleporting you nowhere near anyone (or where you can't even tell where anyone is) or when you get done loading just to be told the fight is over and now are going to be put back in your game.

After basically perfecting combat with Sekiro, this is back to very poor hit detection and a camera and lock on that don't like to cooperate. The combat itself is the usual poor Dark Souls and Blodborne affair but with some more cool moves at least. Combat is slow, awkward, heavily reliant on you parrying attacks that shouldn't even be blockable at times where the parry doesn't even make sense, or using your magical i-frame rolls to just ignore attacks that are still visibly hitting you. Like the previous game, your character's sense of fair play means that you have to allow enemies to stand at least 80 or so percent of the way up after being knocked down before you attack them or your blows will go through them. It's still awkwardly designed like some kind of fighting game where even with the extremely slow attacks it will remember multiple past inputs to use in the future as you now actively try to dodge an easily choreographed enemy attack but your dumb ass character is just thinking, "No you hit attack three times and I'm doing those next two attacks no matter what." I've always seen the game's combat as little more than they're cheating, you're cheating, but sometimes maybe the blows will look cool at least and if they don't at least the enemy design was cool. As always, this dull combat has brought all the weirdos out that think they are badass because they learned how to i-frame roll the boss after dying 400 times in between heart attacks from the stress of not being able to pause and had the biggest achievement of their miserable empty lives who are now furious that some people would like basic accessibility features that all larger studios should have long ago started to consider by default. Like maybe that pause button would be really nice for people with lives, kids, painful disabilities, and the guy screaming about the needed tension of no pausing in the impossible boss I beat in my sleep should just go outside if they are feeling that much adrenaline for a few dodge rolls.

There are a lot of dragon enemies, and anyone who plays a lot of games instantly know that that is likely going to be terrible (unless the game is called Dragon's Dogma), and it is of course. Dragons are too big and unwieldy for some of the environments they are in, their flying just makes things needlessly awkward, their breath attack use is like a bad D&D game master that should just have the dragon kill you from the air but needs it to land so you can actually hit it, sometimes they fly and land too far away that ends the boss fight (running over to them again starts it with the damage they have taken luckily) and has them just walking around confused, they might land on an area above or below you wildly attacking nothing, etc. Many of the side cave/tomb areas end up using the same enemies and even the same bosses, although the areas themselves are often varied with different kinds of traps and secrets and unique ways to navigate through the mini dungeons. The bosses don't really even change up or add to attack patterns, just slightly powering up the exact same kind of boss in later areas until it finally just has you fighting two at a time for its biggest challenge. The enemy placement did start to make exploring those places much more dull than it had to be, which is a shame since they put some work in to make the navigation different each time.

The non linear playstyle of the game can see that you are so massively overpowered when you fight certain bosses that you can kill many of them (or have your summon do it for you) before even getting to see what they do and in many of the fights if you are using magic and found some decent spells you pretty much just have an instant win button. A lot of this is dependent more on if you found caves or areas in stronger areas and picked up materials to upgrade your weapons and summons. You can do that just from casual exploring, then you go back to fight some unique great classified boss only to take out 1/5 of its health in each attack. Even some late game bosses were easily killed for me like the Fire Giant who had an entire powering up cutscene when they got to half health only to be killed in seconds when they starting charging up their next move.

Basically requires a guide to keep track of quests and NPCs due to the large and non linear design. Interacting with items or people or getting to a certain spot might completely change where NPCs are or move them up on their story, you can have characters who will as part three of their five part quest list will just be standing in a corner at some church you visited hours ago that you have no reason to ever go to again. Even the people wanting a journal to be added for a quest log don't seem to see that that wouldn't help, unless it just worked as a device that always just told you where people were and showed them on the map. A character might say, "I think I will travel to here in the whatever area next." You will likely have no idea where that is (even if you already have been there) and maybe you've already done something or will do something by the time you are there that the character will have moved on before you would even have found them, sometimes they aren't even going to be at that spot next as part of their story. Rarely will moving ahead in locations break the quest at least and conversations can change for when you meet people or with the actions you have taken but so much of the story and NPC narratives are small details you piece together that it is a shame to miss things so easily, or to just never find most of them because you have such little odds of ever knowing where they will be.

There are are a large number of weapons, spells, and skills that drop from enemies, bosses, and little creatures that glow and run away from you or that are invisible, and some of these are enemies you would never think would drop anything or that only appear at certain times of the day. On top of the guide for quests, unless you are in a new game plus, you basically should be using guides for character build ideas before you play as well. Being able to explore basically everywhere means that it is extremely easy to both get items necessary for your build that could be hours and hours away if you follow the more obvious paths but that it is also extremely easy to just completely miss things like the few merchants that sell you your spells or the items required to memorize or to learn more of them if you want to focus on using sorcery or incantations.

On the PC, there are performance issues. They usually weren't a problem for me, but it seemed to get either worse after patches or it might just be worse in later game areas. Mostly it would just freeze up for a second or two every now and then. This is with a new PC with an RTX 380, i7-12700KF, and 32GB of DDR5-4800. I've seen and heard of a lot worse and more consistent issues among friends or mentioned in other reviews.


Screenshots: https://twitter.com/Legolas_Katarn/status/1510342322872979458

Videos
https://youtu.be/285TKTkPHVY
https://youtu.be/ZNxzfes3iZc

A well written and acted story of a "cursed" eccentric family and the influence family traditions can have on people. Story is told through excellent use of exploration and by narrating the family history while allowing you to experience the final moments of its characters with varied, interesting, artistic, and unique scenarios that can give you the details of what happened while also doing an putting you into a character's state of mind, all while often introducing a new control scheme that is intuitive enough to not need to be explained.

"The whole world is built on top of graves.”

A dreamlike, at times magical, adventure about ghosts, the horrors of capitalism, and hidden Kentucky roads.

An aging deliveryman and his dog gather a small band of followers as he attempts to find and traverse a hidden highway to complete what he believes to be his last delivery job. Beautiful artwork and music, gives time to explore the backstory and current situations of a large number of well handled characters while also doing an excellent job with building the world and locations you explore in them. Thematically heavily focused on capitalism, debt, worker exploitation, economic downturns, the popular American worldviews that drive people into debt while creating a desire to be exploited in order to pay it back even if it's accrued through underhanded tactics, and the memories and ghosts that can haunt a person or place.

Frequent well done changes in playable character and story framing throughout the game. Typically your controlled character will move where you want and make conversation choices but as more people follow you you will have options that can be said by different characters in your group, even when talking to each other, effecting how they view one another in your playthrough and details about their past, present situation, and view of the future. At times the way you are playing the game changes completely. One scenario might play out in the future where new characters discuss your group's actions and give more insights on their backstories, a scenario can have two characters being controlled at once through two description and choice based dialogue prompts with each person's account of the situation, you might still be in control of your characters but all conversations are hidden and replaced by the people living in the area recounting what was said and done as an unseen character tries to learn about what you were doing, time passes as you control a cat in a changing town, you take a role in a play by choosing where to look and listen, etc.

The first three acts often focus more directly around the Consolidated Power Company and Hard Times Distillery, that have become involved in nearly every business in the areas you traverse, who have been forcing people into lifelong debts to take advantage of them as a constant source of labor as the people transform into living skeletons. Being forced/tricked into a heavy medical debt to fix your nearly crushed leg, only mentioned after being given and under the influence of an experimental drugs, transforms the main characters leg into a skeletons. He begins to lose more of his natural body when he is again tricked into drinking expensive alcohol, that he now needs to pay for, as a celebration of a future job he was pushed into taking. All while he sees little issue with this as a job gives him purpose and he was taught to believe that everyone's goal should be to settle your debts and the worst thing that can happen is to die before you do. Eventually you no longer have any control over his movements or conversation responses.

Throughout the game you will have exploration opportunities near your starting highway or while exploring the magical highway The Zero where you can discover mostly abandoned locations at times haunted by the things, people, and families that used to spend time there. A church sealed up but full of light and a noisy congregation that is all powered by the lone running tape recorder inside, a mine is filled with the ghosts of the miners that died during a flooding accident brought about by the actions of Consolidated Power, a drive thru plays movies without an audience, people wait at a bus stop for a bus that never comes, two of your companions are travelling to a tavern to play a show for customers who have already been taken away by the company their tab debt has been sold to by the bartender desperate to keep his business alive, locations bring up long forgotten or suppressed memories, and the economic downturn has seen old churches and cathedrals become new and unusual homes for corporate offices.

Both an entertaining and wistful journey, with a fittingly melancholic but hopeful end.

"Look for me under your bootsoles."

Screenshots: https://twitter.com/Legolas_Katarn/status/1425657061312847875

Metal Gear Rising is easily one of the most fun hack and slash games I've played with good combat mechanics, a very fun to use blade mode that has to be used for defense as well as attack, great boss fights, and a soundtrack that goes very well with the action. That alone would make it a game I recommend but Revengeance not only manages to be a great hack and slash game but it manages to be a great Metal Gear game if not the best, not just with the kind of plot and characters you would expect from the series but from the entertaining codec calls, being able to use stealth while hiding in boxes and barrels, to comedic moments in cutscenes and the collectibles that would be common in a Metal Gear game such as a soldier becoming distracted by and petting a cat as his boss goes on the series usual rant about his ideas or finding hidden MIBs (men in boxes).

Top down two player sports title that is an update of the 94' Neo Geo classic, this sequel adding new characters, stage options, and gameplay mechanics. Each player takes one half of a court and must throw a frisbee into their opponents goals or cause them to miss a dropped shot on their side. Points can be earned from one to eight based on the arena and scoring location and most matches are played with the winner needing to win two sets and a set being won at 15 points.

Fun, fast paced, and good looking game with more strategy than you might originally think. You can rotate your movement stick to curve your throws, jump to slam down shots, perform drop shots, flip the frisbee up to allow for charged shots if you hit the throw button right before you would have caught it, do a melee like attack to hit the frisbee back quickly, and you can perform quick short range dashes. When the frisbee is up in the air getting under it allows you to charge up shots with the effects being different for each character or you can perform a charged drop shot that lands the frisbee on its side quickly propelling it forward to the goal. Frisbees bounce of the arena's walls and as you throw you build up a meter for a super shot that can be used offensively or defensively as using it when you aren't shooting can cause the frisbee to bounce up into the air saving you from missing opponents shots.

You have 11 characters to choose from with each having a different amount of speed and power and each with their own special charged throws. 10 different stages are available with each having a different look, zones worth different amounts of points, size, or possibly obstacles in the center that can give your frisbee more to bounce off of gives you more options for more interesting matches.

The only problems are that there really isn't much to the arcade mode, you are just playing one on one vs the computer or one on one vs friends or online opponents. There's no team games, story mode with a plot or interesting mechanics, there is a tutorial you can read that does a poor job getting you ready to play the game, and the only modifiers are just changing the number of sets to win or the number of points to win a set.

What is there is well worth it if you have friends to play with or a desire to play online.

Screenshots: https://twitter.com/Legolas_Katarn/status/1485032477315907585
Online Matches: https://youtu.be/EaInjfnCXD4

Probably what happens when someone with no problems in their life and an inability to even imagine actual problems tries to make a feels focused art game without even considering the mechanics to convey the story and those feelings.

Miriam is a champion/Olympic(?) swimmer that starts to have memories of her childhood when her mom calls. Her mom took her and fled an abusive husband, seeing some fish as a little kid set her on her lifelong swimming path. They liked to listen to mediocre music on a tiny old 80s portable radio that seems like an odd thing to have given the time period of the game. Her mom has to work. This begins to ruin the life of the girl at a young age because her mom could only attend the entire swimming event she won but had to leave after. Her life becomes even worse when her mom is sad to have arrived late once in her older years (maybe she also forgot to buy her Turbo Man doll). So she destroys their apartment, takes their radio, and moves out. Through clicking on objects to light up and moving things aside and seeing yourself swimming around your past Miriam learns that she can in fact answer a phone call from her mom at the end of the game. I mean, I at least thought she struggled because she maybe died without apologizing or reconnecting but even it seems to make it look like they were both wrong.

Like I usually say, it is pretty, games are pretty now but we are years away from that being something anyone should be able to coast off of.

Screenshots: https://twitter.com/Legolas_Katarn/status/1507838719771897859

Langrisser 1 Remake

Turn based strategy game where your commander units are function like normal characters in games like this but each one can spend gold to hire units of soldiers before battles start, with the options available to them and the quantity available depending on their class and promotions. Hired units will be much weaker if they leave the command range of their leader and if they are adjacent to their commander they will heal some of their health at the start of each turn. Hired soldier kills will give their commander experience and if your commander or an enemy commander is killed all of their hired soldiers are lost with them. It's one of the better games on the Genesis and the sequel's Super Nintendo upgrade Der Langrisser is one of the best games on the SNES.

This version adds new branching paths with multiple endings and new stages to the original Genesis title. New CGs and added JP voice acting (not translated though when out of plot scenes). You can use old character and map art and music (except for combat animation), new art is hit and miss depending on the character but the new style is pretty generic. Hero characters now fight with whatever kind soldiers instead of awkwardly by themselves. New opening questions like in the sequel give equip/skills but effect little as they are mostly just going to give you equipment and skills that are soon to be replaced anyway. Missions can have some objective changes, usually being easier as the first map has an easy escape and time limits are removed. New health system is less intuitive, in the old game everyone just had 10 health with each representing a soldier in the unit. Too easy to level/promote, and you can go back to past areas in the story to follow branching paths with your levels kept. The battle animations are much worse, even in the old Genesis version it would show the soldiers meeting in combat where melee units could be killed by archers before reaching them leaving bodies on the ground, the terrain of each side effected the look of the fight where units would have to charge up or downhill if you had elevated positions, this follows more of an Advance Wars style where all units just stand on a side of the screen and attack at nothing towards the middle of the map while damage numbers show up. Maps look like a bad mobile and no longer have as many terrain differences. About halfway through the first playthrough it becomes so easy that you don't even need hired soldiers to easily win, defeating the main mechanic of the series. They also removed the treat command which was used for commanders to slightly heal themselves (and in some entries recover some MP) and replaced it by having everyone fully heal when they level up, making the game even easier and magic overpowered.

The new branching paths are mostly terrible (now that I've played Langrisser 2 I see that some of the branching maps are just random copies of maps from Langrisser 2 with different enemy placement). There was never much story to begin with in the first entry outside of a very simple retaking of your shortly inconvenienced Kingdom followed by holy sword defeats chaos god plot, and the paths add mostly nonsensical story turns where you will often end up playing on similar or the same maps as before fighting very short battles. There are five paths with each having two variations. To get a branching path you reach mission 11 of the 20 and then can start doing or not doing things that can put you on another path, a few missions after that it can split again. The two alternate options on each of the five paths could change very little, on one actually effecting nothing but a few random lines of dialogue.

Screenshots: https://twitter.com/Legolas_Katarn/status/1454915983735361537

Langrisser 2 Remake

Langrisser 2 holds up better than the first but that isn't at all thanks to anything the remake does and is just from it being a better game. The story path splits are a bit more logical and can come from a wider variety of actions, there are more characters that get a bit more backstory, there are more characters to use on route splits, 75% of the playable cast doesn't primarily promote to the same horse mounted unit.

It did feel much more balanced throughout where I never would have had an easy time never even hiring soldiers once I reached the midpoint of the game (though just nuking everything with the Meteor spell about 3/4 of the way through causing the mage to level up and regain their full MP so I can do it again was still massively overpowered).

Neither game is ever really bad but there's no reason not to just play the original on the Genesis/Mega Drive and the sequel on the SNES (or both of them on the Saturn if you read Japanese).

Screenshots: https://twitter.com/Legolas_Katarn/status/1457624454805159939

Indivisible borrows some of its gameplay and exploration elements from Valkyrie Profile. You have four party members at a time that perform different actions when you push the button assigned to their location, they might do low attacks, juggle enemies, normal attacks, place traps, heal, buff, etc depending on who the character is and many of the characters have a special attack where you use a meter that charges as you do damage and block. Some combat elements are similar to the Mario RPG games, you push the button assigned to a character about to get hit to block and blocking right before being hit will block more damage, some characters have actions that are improved if you continue to push their button at the right times. When you explore you can wall jump, use your axe to pull yourself up walls or smash weakened floors, a bow can hit targets as well as creating paths by stunning enemies or turning spiked walls into vines, your spear can launch yourself up into the air or be used to bounce on and near the end of the game you can dash forward in the air.

The game starts out quite well, maybe going a bit too far into the jokey territory a lot of indie games do, but the combat is enjoyable, animations look great, and you quickly gain new characters with their own way of fighting while being introduced to very different areas and enemies. It is unable to keep up this momentum though as combat becomes extremely tedious, always being easy while often having enemies with large health bars that need to have their guard broken, making the fights take even longer. Your characters will never learn any new combat moves and variety will come from swapping party members with the game's fairly large cast, though many of them are going to obviously be weaker than others. Characters focused on healing will basically never be as useful as other characters because there is just no reason to have a healer in the party, even in the off chance you need one the main character is capable of healing and reviving everyone. There is no equipment, accessories, or items to find giving even less options for combat and making map exploration often quite dull. The only things worse looking for on the map are red jewels that can be traded in to increase your defense or to give everyone an extra attack option (starting with 2 and getting up to 4). These don't give any new attack options, typically just making the already easy game easier.

The exploration elements worked in a game like Valkyrie Profile because you were often seeing new areas, finding useful items, and training a mostly constantly changing cast of characters. Here most of your time will be traversing levels, often going back and forth to the same areas, and it all just feels like busywork. You won't be finding anything useful, it takes no real though to get to hidden areas, and it provides no platforming challenge. Near the end of the game you are climbing to face the final boss of the game and it just keeps going and going, and throwing more repeated simplistic rooms at you to the point I thought I would have had to have been almost done on three separate occasions. It long passed the point where I could have seen it as anything other than padding out the length of a pretty short game.

Many of the characters join you automatically and everyone is fairly likable as far as being at least mildly entertaining goes, but they never evolve beyond being anything but one note with the exception of the first character you get. The main story is focused on the personality of the main character rushing into battles focused on her ideas to try to help people that usually just make everything worse until she starts listening more to her companions and the people she is trying to help or fight against. It gets a lot of focus all throughout the game, it just isn't very interesting. The factions and story of each area are even less interesting as they just don't have much time devoted to them. Side characters you recruit will rarely ever say anything once they join you which is unfortunate.

At one point of the game it needlessly splits into three separate locations you can sail through which waste time by locking upgrades needed to pass certain islands onto other ones. Some of these upgrades are things you should have been able to do the entire time but you just don't think to do them or aren't told about them by characters until you get to a certain point, and there's no real reason to backtrack for hidden areas since all you might find are more of the red jewels. Being split into three areas also obviously comes with unbalanced enemies and bosses, in this case with them all being far too weak to pose any challenge. This portion makes up about half of the game's length.

I ended up having to turn the music down, the music is decent but some of the tracks are so short and repetitive that I started to get a headache from hearing it over and over while traveling through each area.

Some of the reviews seem to be saying that characters haven't been released yet, limited and uninteresting side quests aren't complete, and that the game is so easy because they didn't have time to playtest a lot of the later content, all that combined with the game just doing a very poor job of explaining some mechanics to you and not even telling you how to do some platforming moves at all, leads me to believe it.

Screenshots: https://twitter.com/Legolas_Katarn/status/1200228710630084608?s=20

This review contains spoilers

Starting with the most important thing about this game. Naughty Dog has had people discuss their culture of crunch, burnout, overly inflated budgets, poor treatment of certain employees, etc for some time now. This game could be the greatest game ever made and still no product would be worth contributing to such a damaging culture. Even their own developers whining about how honored and happy they are to launch the game and that people talking about crunch are only doing it to deflect their hatred of other things that happen in the game is doing a massive disservice to everyone else in the industry, as is anyone professionally reviewing the game who makes no mention of the studio culture or excuses it because they love the game so much. Normally I wouldn't even play or buy anything made by a developer reported on like Naughty Dog, but I got it as part of my month long $1 Gamefly membership.

The second most important thing about the game is that they have done excellent work when it comes to accessibility options. They have included a large number of options to help people with issues with sight, hearing, other physical motions, etc. When the game first launches it not only asks if you want subtitles but if you want text narrated. You can add a meter to subtitles that will show an arrow pointing the direction towards the person speaking, which is just a great future for anyone to have if you don't have surround sound. One of the first games where the jackass following you yells, "Hey, over here," and I don't have to shrug and wonder how the hell that was supposed to help me find them. Aiming can be automated, stealth can be made almost automated. I can't really give good details of the use of all of the options, as I didn't personally test things and am not the target for a lot of it, but there are a number of written and video reviews talking about and praising them in much more detail as the focus of their reviews. Anything normalizing and advancing accessibility options in games is more important than almost anything the game will individually do with its gameplay and story.

I never liked The Last of Us, I found nothing interesting about the characters, a grieving standoffish father figure growing attached to a smart ass kid again or about the setting as I had long looked beyond the Mad Maxs and Fallout 3s of post apocalyptic stories to discover that the end of the world as we know it doesn't always happen in a barren desert. I looked at it as a technical achievement, one few would ever hope to reach without the massive budget and time given to Naught Dog, and nothing more. If it was a movie it would have been one of those mediocre affairs where you hope that the good actors in it can get attached to a better script, comparing it to books of the genre would have been laughable. The gameplay barely worth remembering. If there was one positive I had hearing about the sequel, it was that we would likely be playing as Ellie the entire or most of the time, the moment where I thought the former game was at its best, and being able to tighten up some of the weaker gameplay elements.

We reach an early point of the game that becomes the catalyst of the plot, Joel being killed. Killed by someone, Abby, wanting revenge for her father that Joel killed at the end of the last game, though likely also a little upset about the whole dooming the world and dismantling her entire group and family thing. Making Abby very similar to Joel in their willingness to kill the people that would take away their loved ones away and putting her in the same kind of place that Joel would likely have been in had Ellie died at the end of the last game, had he been unable to selfishly deny Ellie her own agency before starting a massacre. The focus of the game will even shift to Abby's perspective eventually as she becomes the other playable main character for nearly half the game. Abby is stronger and slower than Ellie, we are essentially playing as Joel, both mechanically and in many ways personality wise. Even being joined by a kid that she becomes attached to and protective of at the expense of those she was formerly working with, just as Joel did, and playing as someone too stupid to pick up an actual knife at some point forcing them to rely on the crafting of shivs. Which does give an interesting idea for a premise, Ellie becoming more like Joel to track down and kill someone for killing him, with Abby herself doing the same kind of thing which we know that Joel likely would have done if he had been in Abby's shoes, if though much more justified. With Abby also learning to let go of her anger and open up more over time from her new companions. But video games and movies, especially large budget and action focused ones, are rarely capable of thinking about any of the people in between. When we reach the inevitable confrontation at the end would trying to pretend that Ellie is justified in hunting someone down or letting go of her desire for revenge even make sense or matter when you have only reached this point over the bodies of 100s of others. Others whom the game may have named to try to make their deaths more impactful during combat, but that don't really matter at the end of the day.

His death has lead to an abundance of review bombed tantrums from petulant cry babies solely or almost solely based on the loss of such a generic character, raged about by people who clearly don't experience enough well written media, while also being desperate to make all media worse in general with the belief that directors and writers should care about the screaming of entitled nobodies. None of them even able to understand the basic premise that Joel is the villain in the first game, because why wouldn't a mass murderer that dooms the world to deny a woman any agency not be seen as a hero to these people? All while repeating the favored puerile whaling of their most media illiterate and idolized Youtube critics, "I deserved more, because your characters belong to me" and the lowest form of criticism, "Plot hole, plot hole, plot hole." There is no world, characters, themes, framing, mechanics, or anything more to a piece of media than they killed some guy barely worth remembering from seven years ago, so they can have a breakdown and give it a 0 on metacritic. What all sane people do, hit the metacritic or rotten tomato user score, a thing that no one in real world looks at or cares about once you leave the corners of Reddit and a Youtube comment section, and when you look at the massive sales numbers. Pointless outrage to do nothing more than make the internet dumber. Much of the language used around the outrage of the game can easily be inferred as, "if you had just killed that gay Jew like your first trailer made it look, kept away this unconventionally by media standards attractive playable character, and gave me the gruff Daddy that I am entitled to, it could have been great." A rage stoked by no shortage of Youtubers that even a passing glance at their content is almost always very concerned about western civilization, women doing things in media, and somehow still posting videos about The Last Jedi only days ago because both products have the same basic combined tantrum of, "This old man should have been the main character, and if he is going to die then he should have died better." Better usually meaning while killing 100s or 1000s of people, not by simply having your past catch up to you. Abby's revenge on the villain of the series means she should die, while Ellie's much less necessary and more violent revenge that lies to and endangers her friends and loved ones is awesome. The people that will love Joel and Ellie and hate Abby would mostly be made up of the same people who would watch Starship Troopers or Full Metal Jacket and sign up for the military because of how much fun it all looked or who would idolize a character like Rorschach.

An overall story that dismantles the notion of Ellie being a good or just person and the younger generation continuing the violence of the older. One that mechanically tries to make the majority of killing so much fun in the bloody but meaningful consequence free way that games like to handle violence. The vast majority of it being un-examined and the sheer body count making anything characters would learn laughable in the long run. Ellie will be asked what she plans to do when she finds one member of the group who was present at Joel's death but not the direct cause of it, asking a question after we just killed 30 people to get to her that we didn't know at all is a bid ridiculous. It is only the start of the game and we've slit too many throats and threw too many molotov cocktails for this kind of thinking and hesitation to even make sense. Enemies will scream on the ground while dying, yell the names of their dead friends, and dogs will whine over the bodies of their owners but we kill so many people and so much of the mechanics are fun and repeated that it would be closer to parody than anything meaningful.

In a game whose best moments typically come from the more lighthearted moments and character interaction it is usually focused on misery even in areas not even necessary to be related to the plot, or that just seem ridiculous. Ellie is spit on for being a lesbian and we get more some abuse aimed at a transgender character, both being really unnecessary and will likely make people who have gone through similar things really uncomfortable. The moment that Abby realizes the boy she is with is transgender being when some of the people you are fighting call out his former name, why only these people use that name or why they would even be aware of his new name like some other people you fight, and why they would use either name when 99% of them just call him and his sister apostates....¯\(ツ)/¯. There is an amusing in it's ridiculousness moment where during a large more set piece area where the two enemy factions are basically in open warfare as a town burns around them will specifically call out the characters of Abby and Lev to kill them if you are spotted as if every single member of these factions know what these two look like. Though the factions themselves are basically generic ridiculous organizations one being a massive military organization of 1000s of people that sometimes just executes people for fun and seems to all pledge loyalty and be fully run by one guy with the other being a cult of weirdos whose elders have somehow apparently completely reversed the teachings of their former dead leader in a span of only a couple years and with traditions somehow treated as if the world didn't only end up in its situation around 20 years ago. Ellie will torture and kill certain people and become visibly bothered by it unlike the 100 other people and dogs we've now killed. The game might assign names to all of your enemies but the only names that carry any weight are the the main ones we look for as part of the plot.

When the game starts and Ellie begins her quest for revenge we assume it is because she isn't fully aware how deserved Joel's death was (even before his actions in the previous game). But as we go on we eventually see through flashbacks that she does know the extent of what Joel did which makes the sudden, and often quickly ignored, moments of guilt she feels even more out of place then when just paired with all the people she kills and feels nothing for. The story never even touching on Ellie tricking her friends into going on this killing spree along with her and Tommy. The most positive thing I can say about the main revenge focus of the story is that it shows that, no matter what final choice would have been made by the character, that there would no going back to normalcy, but there was really only one played out way that the majority of this story could follow and there are no surprises other than the one that makes Ellie even more unlikable.

Odd discourse started over this game as well as Spec Ops the Line trying to make you personally complicit and guilty for the violent actions of your character. I never got where this came from as it never framed Ellie's actions as anything more than her own, there was no ridiculous statements of shutting the game off to win like there was with Spec Ops the Line. Though I believe Spec Ops to be much more interesting than this as it comes from a slightly different era of games development and writing, criticizes the entire military shooter genre and how people react to it, as well as US military and military game propaganda and support of war crimes all while having the main character slowly losing his mind. In general I've found many other games have better handled the very bleak and violent setting, death, revenge, and similar themes to what The Last of Us 2 tries to better than it did (Spec Ops, Undertale, LISA, Pathologic, LUCAH: Born of a Dream, etc).

A major issue I have is that the game starts to overstay its welcome, being too long at around 25 hours. In that time we are introducing so many things that aren't needed and leaving little time or such sporadic moments that are actually positive contribution. The pacing issues that come with many AAA games, it taking so long to show or represent something that a lower budget product can typically manage with little more than a single line of dialogue or brief view. There is so much busy work in traversing and scavenging, so many frequent interruptions. The fairly generic AAA action combat and stealth mechanics can often get old in the more stereotypical styled encounters. The strange scarcity of ammo and supplies hurts combat if you want a more aggressive approach as enemies with full quivers of arrows and military squads will for some reason drop no or one or two bullets. Changing characters to Abby resets your weapon and skill upgrade progress, meaning more running around looking for things to scavenge when we might have gotten to a point with Ellie where that time sink was less needed.

The environments are detailed and impressive and with that positive comes the tedious and overused bits you see in games like this. Slowly traversing through an area for no other reason than the game wants you to marvel at it, finding pointless collectibles like cards and coins, we have the ride or walk on a hill that reveals the city in the distance, and the minor puzzles of finding ways to hold doors and gates open because god forbid you just climb over that car with the overgrown vines on it or break through a flimsy wall or garage door. Even when it looks like we have reached the point when the game would normally end we instead get a few more chapters and an unneeded third enemy faction to tack on a bit more time and misery and torture before the end.

We see the details that likely come from the combination of crunch, massive budget, and doubled development time of just about any other normal game project in the way that other developers have looked at the detail and realistic movements in the ropes this game uses in a mixture of awe and horror, partially at the thought of ever being required to take the time and resources to do something like that themselves. The ropes that almost no one except for those same developers will even think or care about. The effort is often in things likely to be overlooked or not consciously noticed. The abundant details frequently found in the environments of the rooms you search posters, figures, cups, vases, paintings all in a variety of styles and often covering the desks and shelves. They do have some of the best in game facial expressions thanks to a system they created that ties lines into certain emotions that the models have expressions for, better highlighting the situation they find themselves in outside of the actor captured cutscenes, with the actual cutscenes having some of most emotive characters and acting I've seen since Mafia 3.

Ellie and Dina are a great couple, I would much rather have Dina around than Joel. She is nearly every bit Ellie and Joel's equal in survival knowledge and combat, added technical knowledge, a past that when spoken of can show elements of as much if not more danger than Ellie's life for her and her family, she talks about her Jewish heritage, and shows her strong desire to support Ellie while having her own clear doubts. When they are together I almost forget how much I hate Ellie. The game is much worse anytime she isn't around in Ellie's sections, which is most of the time. As far as Abby is concerned, if the first The Last of Us had starred her and her companion Lev, I might very well have liked it, and I was disappointed to start playing as Ellie again when the time came (though I also wanted the game to be over at that point).

Blows and wounds in combat are made to feel weighty and painful for the person who received them. The two factions that you are primarily facing have some differences in equipment and enemy types and speak to each other in different ways, with one faction frequently using whistles to call out danger or to check in, though they do basically handle the situations they are in in the same ways. After playing the first game it is very nice to have a knife that keeps working while playing as Ellie. You have much more active companions when fights start, who can aid you with stealth kills, point out enemies, kill and distract during combat, and find the way forward while exploring. Though they can physically get in your way during stealth and combat. A focus on stealth can lead to some fairly intense encounters when large groups of enemies are sweeping through an area and you have to make use of laying down in a stretch of short grass to conceal yourself. In some areas you can create noise to learn infected enemies to attack human enemies, this even gets used against you at one point. Encounter areas are often fairly large and give you a variety of ways to approach them and there are some good set piece moments. There's no more ridiculous scenes of putting makeshifts platforms and rafts over water, even showing a memory with Joel with them making fun of the pallet rafts of the last game. The option to not only replay chapters but encounters in those chapters is nice to see, as I certainly would have had more fun with combat if I wasn't bothering to conserve supplies due to the small number of crafting supplies and ammunition you are allowed to carry combined with the strange crafting system that won't let you craft two or three things to fill your inventory if it would put you one over your carry limit.

At the end I found the game to have a few strong character moments, mostly related to Dina and interactions between Abby and Lev, great acting and facial capture, a more tense though not always as mechanically interesting stealth system when compared to many other games, and some wonderfully detailed environments. With a story that just isn't that interesting to me, some questionable character and world choices, too long a playtime, and too many overdone generic AAA game elements to keep me interested mechanically. Would I want to support what sounds like a poor company, one that employees and is run by a lot of people who have been having tantrums when they see criticism directed at their game, all just to get about four great hours of gameplay mixed with about 20 hours of AAA mediocrity and bleakness? Probably not, but those were damn good ropes.

Screenshots: https://twitter.com/Legolas_Katarn/status/1277080351836237826

Mechanically dull, visually pretty but filled with generic locations and interpretations of areas of Norse mythology and, by extension, with generic stories of legends to find. Senua's depicted life revolves around her mental illness and pain, offers no room for nuance in its depiction only the light of perfect seeming dead boyfriend and contrasted by a traumatized, confused, and tortured Senua in past and present that give you no reason to care about any aspect of the world and little reason to care about her. A poor finale with an ending and certain lines of dialogue falling more into ableism in its depiction of mental illness or utter stupidity. And for a game focused on mental illness or disability it offers extremely poor options to cater to players that would have difficulty with its focus on poorly subtitled near constant voices that are difficult to hear without wearing a headset that act as a major part of the game. A slog to get through even with its short length, likely not helped with its odd voice-over design that usually requires you to stand around to hear the story from a rune as continuing on will cause voices to play over each other, cut lines out, or drop to such a low volume that you will be unable to hear at all.