455 reviews liked by Lucca202


Pokemon Stadium is one of those rare instances where I had a ton of fun with the game back then, but would never recommend anyone trying now.

It was a huge deal for us back then to be able to play and battle with our pokemon direct from our game boy games in 3D, when you remove that magic it really diminishes the impact a smidgen especially when the main series has now been 3D for 3 (soon 4) generations. I will say a ton of the animations here are better than the ones being currently used, I still have no idea what Gamefreak has against Charizard or Dragonite being able to stand on their feet instead of awkwardly flying in place.

Without a team from a game boy transfer pack you're left with the absolutely woeful rental pokemon. Not only are these pokemon not yours, but they sometimes have these really bad move sets. How would you like a Blastoise with fucking Bide and Strength? An Alakazam with only Confusion for STAB? It's actually worse in Stadium 2 apparently, lmao a fucking Venusaur with Tackle/Growl. If you play competitively in any capacity you're gonna have a fucking aneurysm looking at some of these things.

If there is one thing I recommend playing it's the mini-games! They're a good time and even support four players! My favorite's probably the Lickitung game, I want the soundbyte for when they eat too much spicy food and go ""EEEEEEEEEEEEEEEEEEEGH".

Having played Her Story years ago and appreciating the concept though never really getting hooked by the story/ending, and having stayed away from Telling Lies due to bad press, I was a bit skeptical of Sam Barlow's newest title Immortality. However, I finished it earlier today, and I now think it's solid. Flawed, certainly, but I can't help but appreciate the craft.

The story goes like this: found footage of three unreleased films starring the fictional model turned actress Marissa Marcel has been recently unearthed (unreleased due to enigmatic circumstances), and it's up to you to uncover the mystery of what happened and why she disappeared. You start with a clip of a TV interview, and jump around through various clips by pausing/parsing footage and clicking on items of interest, such as the faces of those who appear and common objects. For example, clicking on a lamp in one scene may send you to another clip in another scene that has a different lamp present, clicking on water will transport you to a scene with water present, clicking on Marcel's face will transport you to another scene with her present, and so on so forth. It's an ambitious concept of scrolling through the database (as opposed to typing in keywords in Her Story), and while it seems to hasten the pace, it also introduces an element of randomness in that some scenes can only be accessed with certain objects, and you'll be transported to a random scene every time you click with no way to control the exact scene you jump to. This disjointed narrative telling, while broadening the mystery, could also potentially result in the mystery being spoiled prematurely if you accidentally bump into a crucial scene like 25% into the game and having it all not really make sense. If you're trying to collect all the scenes and see everything, this is probably more of an impediment than a boon.

Also without going into too much depth, let me give you a few pointers regarding the system that will aid the process, that I really wish I knew about before I started this up. The game's unfortunately not the best at explaining its various tools & gadgets.

- You can use the left and right arrow keys (or left and right on the d-pad if using a controller) to parse through all clickable objects of interest when the scene is paused.

- If you're using a controller, then the controller will vibrate at certain instances (or you'll be clued in on something strange going on when you notice flashes of black and white interspersed in the footage or the backing track turning "creepy"). That's your cue to parse the footage backwards at a very specific speed; on mouse and keyboard, you need to hold shift and tap the left arrow key twice, or on the controller, tap the left stick to the left twice. I won't say anymore on this.

- While paused and selecting clips, you can click on the clapperboard symbol to switch to object classification, which will give you a little subtitle for each shot indicating what category it falls under for that type of object.

Again, without going into spoiler territory, I think Immortality's strength is presenting layers of narratives and social commentary including the relationship between viewer and creator, art as a creative medium, meaning within art, and of course the norms & fads of filmmaking throughout the industry and its various eras; I won't comment too heavily upon these themes as I don't feel qualified to do so, but there is a lot to unpack between the narrative of the films themselves, the meta narrative of what happened as part of the creative process, and the meta narrative as part of the player's discovery. By instilling you, the player, as an active participant engrossed in the meta-narrative and not merely roleplaying an observer such as that in Her Story, Immortality is able to convey its thoughts and feelings in a much more direct and thought-out way; it is aware of its audience seeking meaning, and is not afraid to provoke the question of whether or not that meaning even exists in the first place. To boot, the attention to detail regarding its characterization of the common movie tropes and aesthetics of each era are definitely on point, down to the grainy film textures and static background buzzing in some cases, and I found the acting, especially that by lead actress Manon Gage, to be quite convincing.

While its main draw via its structure and formula is also most likely its biggest issue due to its variability, and potentially leading to tedium through constant, repetitive searching or early disappointment if key moments are brought up too early, it's nevertheless an ambitious and more realized work than Her Story and a fantastic example of how interactive media can convey a wide range of emotions in ways that are simply not possible in more static mediums such as books and films. Give this a shot if you're looking for an engrossing mystery with plenty of twists and turns to be uncovered by the player, and be prepared to experience a wide variety of emotions. I will say this is not for the faint of heart (despite having nothing I would consider a "jumpscare") but if you give it a chance, then perhaps Sam Barlow's latest thriller may give you quite a ride.

I fucking hate this game but when they got a hot bitch on a banner my brain rewires itself and I go back into loving this game until the hate comes back and another hot bitch sets me back on course.

I Love Fire Emblem.

Fragile Dreams tends to get mislabelled as a survival horror game, which is one of the many reasons detractors tend to score it so low. Yet, while it does have elements of the genre, it was clearly designed to be a lot more than that. At first glance, it has awkward controls and clunky combat, but part of me feels this was done intentionally to drive the player to focus more on exploration and engagement with the environment. It's a visually gorgeous game, set in a hauntingly beautiful post-apocalyptic Japan akin to Nier: Automata, where nature has overgrown throughout most urban environments. You navigate this world, filled with terrifying spirits pulled straight out of Japanese mythology, though those encounters are few and far between.

Throughout your journey, you are accompanied by a variety of companions along the way, and the handful of NPCs you interact with all bring something interesting to the table. But the game's real heart shines through the memory items you find, narrating the tales of various survivors and their experiences throughout the cataclysm that wiped out most of the human race. Some tell individual stories, while others are spread across several items. These, along with the game's main plot and character interactions, are what makes Fragile Dreams such a fantastic title; it's not just an interactive experience, but a very emotional one as well.

I always have trouble trying to sell this title to people because it's very hard to put into words how deeply it touched me. I really wish we had more games like this out there, and I'm very thankful I got to experience it.

For better or worse, Fire Emblem is a formative part of who I am. The works we choose to Engage™ with in our youth tends to form a basis of our media literacy and in which initial appreciation for art stems. The ideas and themes we are first exposed to are inherently novel after all. With little else to compare with, these stories are earnestly received as they are indulged in. We have yet to form the necessary experiences to be critical, let alone know of contempt. And so, we view these early works that we are exposed to undeservedly favourably. This insidious phenomenon that retroactively becomes seen as nostalgia is something I must overcome! I like to think I have grown much since my youth. I can do it now! I am strong enough! It is time for me to condemn the naive joys of my past and see them as what they truly are so that I may live solely in the present. I will not shy away at the edge of dawn. It is time to destroy Fire Emblem, this puppy love of mine. This latest entry shall serve as a perfect target of my ire.

However, before I can get to condemning Engage™, there is necessary context that must be considered. It is not just a standalone iterative sequel after all. It is the celebratory title! It would seek to present itself as the ultimate culmination of an anthology. A statement of the series in its whole. The final destination of a long journey. If it dares to lay claim to such lofty dominion, then it elicits proper scrutiny. We will not just judge Fire Emblem Engage™ by what it is, but also, on what it isn’t. What it could have been. What it SHOULD have been!

Fire Emblem history, to me, is comprised of three distinct eras. The ‘Kaga Saga’, the first of which, having a particularly distinctive creative direction. Serving as the foundational ethos for all the future games to come, these early games were experimental in nature. More willing than most to utilise the unique qualities of videogames as a medium to tell its stories. Most infamously, Fire Emblem sought to embed a real sense of loss into its players by having characters permanently die should they fall during gameplay. That these characters with unique face, motivations and statistical significance would live and die through your hand was meant to instill a personal connection with Fire Emblem’s world. Such means of connection being only feasible through this uniquely dynamic aspect of video games.

And so, Fire Emblem was initially conceived to be a series about using games as a means of storytelling. A cohesive blend of gameplay with a narrative it wished to convey.

I have not played any of those games from that era. I am a fake fan, a poser, a revisionist. There is much to discuss of these entries that I have not the capacity or experience to do so. Instead, the games that I will elaborate upon comprise the second of these three Fire Emblem eras. That which I shall dub as the era of ‘Sanitation’. You see, that previous visionary ethos of character death was too successful. Most players were found unwilling to see the characters in which they are made to feel responsible for die, and instead of Engaging™ with this creative vision, would simply reset chapters until everyone survived. Creative intent clashed with the reality of a player’s actions. As these games had the ultimate purpose of seeking commercial success over making artistic statements, concessions were made to make the design of these games more tailored for the preferences of its general audience.

Yet even after the sanitation that ensued, alternative creative avenues were still sought to be explored, and though dulled, much remained of the original design philosophies post transition. Permadeath was kept, but instead of being a vestigial idea that players ignored, was retained explicitly because it was expected players would seek to circumvent it. If players were unwilling to let these previously expendable characters die, then why not encourage this behaviour? And so, these side characters became more integral and more significant within their stories. Fire Emblem was revised and recontextualized to be a series about the bonds we cultivate. This change of perspective inspired the most formative feature of this second generation, the support system.

Young me was enamoured by this concept! This method of storytelling I indulged in with earnestly, novel to me then as it was. Each character no matter how seemingly humble or insignificant would be given unique characterization through multiple conversations with others among the cast, conversations that had to be sought out by an invested player. Each of these conversations would in turn give you a tidbit of nuance of their character and the circumstances in which they exist. As you weave together these microstories you would unravel the nature of entire worlds. An understanding of why characters are the way they are, the rationale behind their actions, the material circumstances in which conflict is born. From this understanding you would find these simplistic stories are not as straightforward as they initially appear. The unique traits of videogames as a medium were still being utilized to tell stories. This time though through the ability to obfuscate details and dispense them piecemeal as a prize for the curious to seek.

Fire Emblem had adapted to its audience. It had become a series about story telling as a puzzle. It sought to exploit a player’s desire for discovery and willingness to Engage™ with character analysis and interpretation. Whilst deliberately echoing and iterating on past tropes and story beats from previous entries in which to contrast and compare against.

However no one, not even curious children with little responsibility, have the time to seek out all these support conversations individually. Instead, this support system deliberately or not, encouraged a certain type of Engagement™. Rather than spending 100s of hours repeating playthroughs just to see a few additional lines of text, these support conversations would be found much more readily accessible online in compilations on dedicated fan-sites. This centralization of resources became a hub of traffic. Communities formed around them, and so Fire Emblem had become more than just a series of games, it had become a culture in of itself.

Fire Emblem was now more than just the media it was sold as. It had become an outlet for discussion and critique. A way in which we can Engage™ with others who shared a passion for a niche media franchise. It had developed to become a cult, otherwise known as a fandom. An avenue of endless pontification about its characters, the ways it should be played and our individual experiences.

This second era of Fire Emblem would also not produce the requisite quota of milk deemed satisfactory to its masters. And so, the series was called away to be culled. Rather than go out quietly however, it was given one final mercy. A swansong game in which the series could be laid neatly to rest. And so, we entered the final and ongoing era of Fire Emblem: “Purpose (Id)”.

At the time I had wished Fire Emblem Awakening would have been the end of the series. It was so antithetical to what I was used to. A corrupted and revenant corpse of something I once loved. Tight deliberate mechanical design and maps were discarded in favour of a game that encouraged you to simply grind out your characters to become unkillable juggernauts. A cast of realistic and considered characters that defined the nature of the world they lived in had been replaced by one-note caricatures. Romantic pairings, which were once reserved for those with unique chemistry were now omnipresent for every and any male and female combination. All this just to enable the kids of these pairings to join your army in a mockery of one of the most incredible narrative twists of a previous entry of the series (that I hadn’t played).

Nostalgia is an insidious phenomenon. The very same spell that had captivated my younger self I was now resentful of others experiencing. My love after all was targeted towards something tangible, real, meaningful while that of these new fans was not. I would not have the Revelation™ for quite some time that this love was derived from the same source. That willingness to see the best qualities of something without a frame of reference in which to compare.

Seemingly equally confused by the financial success of Awakening as I, it’s producers immediately sought to ascertain as to the reason why through a curious application of market research. The next game in the series was released as a set of two, appealing to the separate expectations of newer fans as well as that of the ostracised veterans. It was a reactionary bid seeking to retain as much audience as it could. A final third game in the set would seek to reconcile the rift between these two audiences.

It was enough to temper me. Although it was apparent the prose and tone of Fire Emblem had been irrevocably changed forever there was something here that I could still latch onto. Fire Emblem may no longer have the capacity anymore to tell grounded or even coherent tales but as a mechanical object this iteration was unsurpassed. These embedded gameplay systems in which I was intimate with still persisted. I was content. Ready to move on and accept maybe what I saw in Fire Emblem wasn’t real. Just a naïve interpretation of the past. But then a beautiful tragedy occurred.

Three Houses. What a miserable chore to play! The antithesis of Fates: Conquest. Any vision it had for its gameplay either as artistic statement or as mechanical toy failed to manifest in a satisfactory way. And yet this game would leave me elated. It was perfect in a way that truly mattered. For it contained that aspect of Fire Emblem which I had thought was lost forever. What this lacked as a tactile game experience it more than made up through its quality of its narrative and its method of delivery. Yes, experiencing it all is a nightmare. Important details are scattered across four separate playthroughs and hundreds of optional and slowly dispensed dialogue events that no one with respect to their time is going to see all of it. But this was exactly how it should be! This was the Fire Emblem of my youth that I remembered. The antiquated method of storytelling from my nostalgia. Story as puzzle dispensed piecemeal. It was perhaps even better than it was in the past as there was no primary perspective of its story to cling to as ‘correct’. These different perspectives and the audience’s preconceptions would lead to extrapolating different interpretations from its details. Pictures that would be incompatible with those assembled by others. This lack of consensus on whose was ‘correct’ would facilitate endless debate, inspiring discussion and ultimately critical engagement with its story characters and themes. The tragedy of three houses is that it seemingly vindicated my nostalgia. That nostalgia I am now resolved to kill.

This preamble does not end on Hope™. There is one final game to discuss. The most integral and influential game to the future of the series. Fire Emblem makes money now. Lots of it. It is now a covetous cash cow. One of its games alone has surpassed the revenue of the rest of the series combined. That game is Fire Emblem Heroes and it is a drain upon all the goodwill of the series. Decades of character discussion, interpretations, fan translations of the many games that were never released internationally, are commodified, and then consumed by this beast. Three Houses was not made in-house and it shows. It was an outsourced project to keep the fanbase Engaged™ as the next direction of Fire Emblem was developed. The existence of Heroes means all future characters in the series are now designed for you to imprint upon so that they may be resold back to you in the most exploitatory way that is somehow still legal. That is the preconception for Fire Emblem Engage.

Fire Emblem that I had once viewed as a benevolent deity of storytelling had degenerated into a fell dragon needing to be slain. The fandom cultivated out of a shared love and passion was being used and preyed upon by that which it sought to enshrine. Was this always the series’ ultimate intention? The end goal of any corporate ip? It matters not, I have gathered all the necessary context needed. It is time to slay a degenerative dragon. I am ready to let go of the past. I am ready to kill this nostalgia within myself. I need to let go.

Resolution burning bright I would find little to dissuade this righteous fury within the opening acts. The world of Lythos is contrived to hell, deliberately so. There is no ambition here nor desire to tell a story that reflects upon or contrasts against a living world. Every creature here is an automaton, a faux imitation only resembling life. Vtuber avatars frolic about a story where conflict is abhorred, yet its root cause is never sought. A mandate of heaven is seen as absolute and unchallenged, as the cast indulge in a luxury resort above the clouds above an uninvolved populace. A zodiac of Fire Emblems past have their status cemented as commodities. Trinkets to flaunt and collect serving to establish the authority of a supposedly divine deity. The irony of how these emblems parallel a recurring theme of the series involving twelve ‘dead lords’ is not lost upon me.

Yet as the chapters go by, I find my resolve wavering. When your expectations start at the bottom of a ravine, it leaves the only direction left to climb. These caricatures clearly made to serve as an asset pack for a gacha game, slowly wear me down through a consistent message that concludes many of their story arcs. That we should not allow one’s past to define one’s future. I listen to this message because deep down it is something I want to hear. I am made to believe there is something salvageable and sincere beneath an ugly veneer. That I am wrong to judge Engage on what the series used to be. I should accept it on what it is and seeks to become.

I disengage. Yes, these characters do not compare as the ones in the gilded memories of the past or even that of the prior game, but there are aspects to like here. Templates in which I can extrapolate depth and nuance. Details to discover in which I can discuss and share with others. I can fix them! Both through gameplay and narratively. I am even provided the tools to do so. The game facilitating the means to combine traits taken of previous games to these characters. I can take ownership. Ascribe to them my own meaning. Is this not the culmination of what Fire Emblem is about? That ultimately we the audience are the arbiters of its story?

And so at journey’s end I hesitate. I find that I cannot will myself to kill this creature after all. There is a part of me still contained within. A part I still love. A sword wavers with conviction shattered. All I need is any reason, and I’ll let you go. Give me nothing even, be unrepentant and we can still live in peace. Arcadia can exist. Humans can live at peace with dragons.

The creature looks deep into my eyes. It sees shattered resolve, an extended hand. It sees only sovereign delusion. It rejects me thus, “I did it for Zero Emblem” uttered defiantly with no shame or remorse. This phrase is pure nonsense. A meaningless string of words that not even its speaker can decipher. It is not intended to be satisfactory nor received well. Even the most earnest of readings would find these words ring hollow. It is a proclamation of intent. A dismissal of peace. The game is telling me that I am wrong about it. That I am seeing something that was never there. That this was always a completely unserious farce and that I am foolish for seeing otherwise. A dagger reached for to provoke my reaction.

I can only oblige and stab it through the heart. We both always knew this was the only way this could possibly end. The beast is slain and I am free to move on. Thankyou for letting me go.

Fire Emblem is a series about the myriad ways in which we Engage™ with media. It has grown and adapted in response to how it has been perceived. It is a series that only still exists and thrives in the present because of the community that has formed around it. It would have us believe that it owns us because it sired that which we love. But we owe it nothing. This love is ours to shape and ours to reclaim.

I hate that I love these games so much.

“A world riven by pride, Repaired at last. And now its makers can be at rest, Our vision come to pass.”

(I recommend Engage to only Fire Emblem’s biggest fans. I recommend it to Its biggest haters. I recommend it to no one in between. It has absolutely succeeded in being the culmination of the series. As a mechanical object it is best in class. As a thesis statement of the series as a whole, it is a perfect tragedy. There is some genuine care here buried underneath a shallow exterior. Yet there is no way to save it. The game’s premise and the purpose on which it came to exist is antithetical to love. But there is closure to be had in laying it to rest)

Isn’t it always satisfying to see a redemption arc be fully completed? You know, you have this character, series, or whatever that starts out at the lowest point imaginable, where only small percentage of people could say they are a fan of it, but then gradually over time, it starts getting better and better through whatever means, until it then reaches the point where it isn’t necessarily beloved per se, but it is liked by a lot more people then before, outnumbering the others that still don’t like it. One redemption arc I never expected to see would be with the World Heroes series, starting off with a pretty piss-poor attempt at capitalizing on the success of Street Fighter II, which was greeted by groans that could be heard across the world, and then there was World Heroes 2, a sequel that definitely did improve on some elements that were featured in the original game, but it wasn’t enough to make it really great or even pretty good, like with other fighters at the time. Thankfully, I think we have reached the point where the series finally found its stride, thanks to World Heroes 2 Jet.

Despite what the title may tell you, this is NOT an updated version of World Heroes 2, but rather instead, it is the third mainline game in the series. I don’t know why the fuck they decided to name it that with that in mind, or why they decided to include the word “Jet” at the end of the title, but I’m sure it did cause a lot of confusion for plenty of people back in the day. I wasn’t really focused on that for too long though when going into this game, because I was more worried about if I was gonna like it to begin with. This was World Heroes that we’re talking about, and I knew that the second game was better than the original, but it could always drop off in quality again at the drop of a hat. Thankfully though, that was not the case, as this is without a doubt the best game in the series so far, and it is pretty damn good all on its own. Maybe I am foolishly blinded due to the last fighting game I played before this being Double Dragon V, but this game manages to be quite an improvement on the formula established in the previous games, while also improving on several elements that I am very thankful for.

The story is about as lazy and generic as this entire series is, where sometime after the previous game's villains were defeated and their tournament was stopped, ANOTHER tournament is started up by a new team of villains as a ploy to take over the world, so it is up to the previous game's fighters, along with several newcomers, to figure out what's going on and save the world again, which is a story that I expected from a series like this, but at the same time, they could've put a little more effort into it. The graphics do look better than the previous game, having a lot of new flashy animations and detailed stages, but it mostly looks the same as every other fighting game from SNK at the time, so you know what you’re gonna get from it, the music is an improvement from what we got before, with there being some pretty sweet tracks here, but most of it is pretty forgettable overall, and the control/gameplay is what you have come to expect from these games, but this game definitely feels better to play then any other game in the series at this point.

The game is a one-on-one fighting game, where you take control of one of 17 different fighters from all across time, with most of them returning from the previous games, face off against many different opponents in plenty of different stages from across the world, throw out many different punches, kicks, and special attacks to deal damage to your opponent and to throw them off their game, make sure to dodge or block any oncoming attacks yourself so that you can get that sweet perfect bonus, and take on one or two different bosses that will certainly put up a challenge and test your might. It is a 90s fighting game, so you know exactly what you are gonna get with this, but to its credit, not only does it feel better to play then other entries in the series, but there are some slight changes that do make it feel different from the other games.

Like with the last games, there are two primary modes that you can take on, but they are much more simple this time around, with Entry to the Tournament being your standard arcade story mode for one of these games, and The Forging of Warriors is your standard versus mode. Both of them work as you would expect, but what is changed is the match setups that are contained in these modes. Unlike previous games, where all of the fights work in the same 2 out of 3 wins fashion, there are a good handful of fights here where you will take on three opponents at once, one for each round, which makes these fights much more interesting, fast, and exciting. Not only that, but depending on how well you do with each opponent, it will change the ending that you get, which is pretty good for adding some replay value to the entire experience.

Speaking of, the fights themselves do feel like an improvement over the previous games, feeling much smoother, faster, and more manageable than in previous games, with there being plenty of great special attacks that you can pull off that provide some great visuals, considering what came beforehand. In addition, they actually managed to find a balance in the difficulty, which is great to see. We had a problem with the original game where it was too easy, and then with the second game, it did feel pretty hard to get through a lot of the fights, but thankfully this time, a lot of the fights feel doable compared to other SNK games, while not being too easy to the point of being pathetic. Beginners to the series, or just in fighting games in general, may have a bit of a hard time, but you should get used to it pretty quickly and take down your opponents all the same.

If none of that is interest to you though, then there is nothing else here that will catch your attention. What we get here is, say it with me now, another typical SNK fighter of the time, with it having plenty to keep fanatics of the genre entertained, but nothing too new or interesting for me to truly recommend it over the many, MANY other options that were out at the time. Not to mention, while I did say that this is the best game in the series, it isn’t too much of a substantial jump in quality from World Heroes 2, so if you weren’t a fan of either of the two previous games, then you are still not going to have a good time with this one. I managed to have a pretty good time with it, but I can’t say for certain you would as well.

Overall, despite a lack of any major changes and being as uncreative as a typical SNK fighter would be, WH2J managed to take this series and change it from a slightly passable good fighting game to a pretty good fight game, one that has fast and fun enough gameplay, some neat ideas that do make fights more enjoyable for the time they use them, and is sure to satisfy the die-hard fans of this franchise plenty… you know, all two of them. I would recommend it for those who were big fans of the previous two games, as well as those who are big fighting game fans in general, because while this isn’t quite as good as other fighters of that era on the market, there are certainly worse options out there that you can choose over this.

But anyway, before we end this off, can we talk about the dumbass dialogue that is in this game for cutscenes? Yeah, I know SNK games at the time always had horrible translations, but this one is just… chef’s kiss, it is exquisite. There are several moments in particular from the end game that stick out to me, where there are multiple lines talking about wieners, which I am pretty sure is supposed to be winner, and one of the winning quotes from the main villain basically said that I am not good enough to… pop his zits? I don’t know what kind of zits he is talking about, but I don’t want anything to do with him or his zit fetish. Seriously, if you haven’t seen the cutscenes in this game and what they say, go look up a video of it, because it is some GLORIOUS shit, it’s so bad.

Game #538

There is beauty in the way you live and thrive despite it all...

https://www.youtube.com/watch?v=6qalGezr76o

I played through the original long ago and hardly remembered much of it and I have played Silent Hill 3 twice. After playing this again and having it fresh in my mind I can say this is by far the best in the series and definitely my favorite at this time. Being creeped out when I was so little watching my uncle play it to experiencing it now that I am 29 and still getting freaked out at times really is a testament to what kind of experience this game is capable of.

The masterpiece of a fearful and emotional entanglement this game brings in such a way is a torment filled dance you surely won't comprehend completely on your first playthrough. The best Horror games or games in general that that stay in your mind hours and days after it is over and keep you thinking are truly one of the best feelings in my opinion.

The deep details and creativity in the environments and psychological puzzles and inclusion of characters you will learn about in later installments of this series is a really interesting form of storytelling Team Silent has created at their prime and I deeply wish to this day they were still the wonderful team they were and not just remnants of the past.

Now I will definitely have to play some more of these again as they always grab ahold of me in the best way. I am kind of worried to how the remake will be, but I am hoping for the best although I don't see how you top the original especially with the experience it brings. If you have not played this game yet I cannot recommend this enough, definitely one of those play before you die type of games that solidifies itself in the genre of perfect horror games.

Pyramid Head belongs to this entry and the fact they use him in other installments feels so off especially now that I see the imagery and semblance he brings to James' judgement and conviction. Wish they would have just made a unique character that did the same thing for each protagonist's struggle.

They don't make video games like Silent Hill 2 anymore

What is there even to say about Chrono Trigger that hasn't already been said before? It's the quintessential JRPG; not only did it have all the makings of a great game, with its vibrant pixel art and jaw-droppingly beautiful soundtrack, a tightly constructed narrative (somehow with no gaping plotholes alongside extremely clever time travel mechanics) and phenomenal worldbuilding through realized settings and a colorful cast, and a rich combat system through combining turn based and real time combat mechanics, it also set the standards for JRPGs to this day and popularized classic mechanics such as New Game + and multiple endings. The bar was raised so high that even today, every JRPG gets compared to Chrono Trigger in some fashion; the Phantom of the Opera of its generation, Chrono Trigger is, for lack of better words, timeless. It's not my favorite video game or even my favorite JRPG, but it remains a staple of video game history and I'm glad to say that if anything, it's only gotten better with age even after 27 years have passed. Everyone should experience Chrono Trigger; it's just one of those games that is practically perfect, and probably always will be.

"Maybe I've Had A Pretty Crazy Life, All Things Considered. Know What Though? Everyone Else Has Too"- Ichiban Kasuga

The moment I completed Gaiden I was soo anxious to get to this one, ashamed it took me this long to see the credits roll as I may have bitten off my than I can chew with this full-time school schedule. Even so, I have lost sleep and stayed up later than usual because I was so invested in this story, I had to find out what was going to happen and how it would end. Ryu Ga Gotoku has yet to disappoint me and we are definitely in the heyday of these magnificent games.

Improving from the last installment in nearly every way with addictive turn based gameplay and the combos and coop moves were great, so much ways you can make a fight turn into a split-second ass whooping. It practically puts you in the headspace to strategize like "if I use this move ill knock this goon into the other and both will fall then my party member can follow up and split his wig!! Jokes on you Hawaii riffraff, you ain't suing anybody!!"

The cast is some of the best up to this point I have had the pleasure of experiencing, I love everyone of these legendary characters and Kiryu has some of the best conversations and interactions and I am so glad we get to experience him in a party like setting and having conversations with the other members. Speaking of which this game is a rollercoaster of emotions to laughing my ass off to getting misty eyed. Kuroda's performance in here is one of the best he has done and like a fine wine Kazuma just gets more better with age and oozes the coolness, damn I wanna be like him!! To think Kuroda is already back in the studio working on something again is true Kiryu energy, he is him!!

I get what other people have said in regards to some of the pacing in the game and I can agree their is an instance where it does feel a bit awkward and with so much going on in the story and multiple villains, the coup de grace of the main villain here felt pretty average and not as powerful as past villains, felt kind of like textbook yakuza villainy and we didn't get more time to really dive into the character itself. Nonetheless a small dent in such a great game.

The extra content is definitely some of the best the series has to offer with Dondoko Island being its own little addictive thing and the Sujimon battles. You can easily spend 100 hours with this game and get your moneys worth for sure.

Only the second game with Ichiban as our lead and I love him nearly as much as Kiryu. Love him even more in this game and is such a likable and relatable protagonist. Soo much more I can say but I would surmise this is more than enough reason for you to check out this game!! I need more Like a Dragon friends!! Play these games! You certainly won't regret it! Until next time Ichiban, Bon Voyage!!