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!!

I think there is this general thought floating around that when a company does something so well for so long it must be easy to create. In this particular example I am thinking of one of my favourite series Monster Hunter. Several other companies have put their hands into the hunter genre to various success but none have come close to the original's appeal and quality. Wild Hearts however gives a pretty good try and brings some really neat ideas to the table with it.

The most unique thing about Wild Hearts is it's Karakuri system. This allows the player to quick build wooden structures for use in combat as well as other functions. You can equip up to 4 basic ones that can also be used in fusion combinations to make different results. For example you can use a torch which on it's own will give a flame effect on your weapon but combine it with a celestial anchor which helps zip you around the map and it creates an extremely powerful cannon. These abilities create all sorts of effects like fireworks for knocking enemies out of the sky, walls for defence and to knock enemies over, hammers, traps, springboards, healing mist machines etc. The loadout you bring will depend on the weapon you use and enemy you face but are easy enough to switch out as and when is needed.

It is a brilliant system to be honest, they are quick to fire out, mostly nearly always useful and different players with different load outs can work well together. For example there is an enemy called the Kingtusk which is essentially a wild boar the size of a building who likes to charge attack. My friend's load out has a very quick release wall with a spring that only lasts a couple of seconds but will knock the boar on it's back when timed right allowing me to set up my above mentioned celestial cannon which takes some time to make and fire. The usage of these aren't infinite as they use a resource called thread you have a stock of. Depending what Karakuri you summon will effect the amount depleted. You build it back up through armour skills, environmental objects, attacking or jumping on wounded enemies and sucking it out of their wounds in a climbing exercise like shadow of the Colossus. Knowing how much thread you need to make things, how much you have and where to get more are the key loops to beating your enemies.

The Karakuri aren't limited to just combat though as you have another type called Dragon Karakuri which allow you to build permanent structures on each map. These structures are limited by elemental resources for each location you can expand as you play through the game to constantly work on what is available and as you unlock more Karakuri through upgrades. You can build your own camps for fast traveling, zip lines, updraft wind tunnels, giant wheel bikes, armour forges, search towers etc etc. Each player builds their own maps differently so joining online and seeing how they have theirs set up is really interesting. I tend to just have zip lines everywhere from camps to key areas like the worlds coolest assault course. Using a line from a cliff face, dropping off it half way to create a glider mid air to fly to your target before dropping down to attack will always be fun.

Alongside Karakuri you have your own weapon in which there are 8 to choose from; Katana, Nodachi, bow, maul, bladed wagasa, canon, claw blade and karakuri staff. Each weapon handles very differently with some being more simple than others but each having unique abilities. For example the Katana changing into a whip sword, or grappling in the air like an acrobat with the claw blade etc. I really like the weapons selections and some of them do some really interesting things like the Canon and Karakuri staff feeling more technical with a lot of steps to unlock their full potential. Their design is really interesting but honestly I feel they would be better utilised in a different game.

The issue is that the monsters you fight in most cases are so constantly aggressive it makes the Tigrex in Monster hunter look pretty laid back in comparison. They attack, non stop to the point at times it's actually ridiculous. Building up timed combo weapon changes in different rhythm multiple times to unlock the big hit with the Karakuri staff is more than often a laughable prospect. Their art designs are all really gorgeous at least. They are based mostly on fantasy looking corrupt animals like rats with flowers growing out of them, ice wolves, moss crocodiles etc. However there also just isn't enough of them, the game really lacks enemy variety. It plays over 5 chapters and just has the same half a dozen or so enemies over and over but the armour and weapon upgrades just aren't varied or interesting enough to not stop it feeling monotonous before you are even half way through.

I think if the story and characters could hold their own like the developers last attempt in the genre Toukiden then I could forgive that repetition along with the excellent combat system but sadly despite such a surprisingly large focus on characters and story it feels so dry and uninteresting with a terribly vague ending of nothing. It feels like the game needed more time in the oven to fully sculpt it's ideas. There is a lack of armour, weapon skills and build depth, a lack of enemy variety and a pretty uninteresting plot to boot and it's a real shame because some of the mechanics are really fantastic and I loved how it plays with it's gorgeous art design and music wrapping it all together. (I mean check out just the main menu theme.

It's a really good game, but it could have been an amazing one.

+ Karakuri system is utterly brilliant mechanic in and out of combat.
+ Beautiful art design and music.
+ Some seriously cool weapons...

-...some of which aren't worth using because the enemy AI is based around "relentless assault".
- Extremely limited enemy variety.
- Story and characters are uninteresting.
- Playing online due to EA's servers was a nightmare. Wouldn't let us play at all without telling why. Had to sign in with EA account on a PC to register it for this. It took us two days to figure this out. Why are they so terrible at everything they do? why?

I've played through this eight times

thinking of going through it again tbh

A game that once i started it made me feel a total respect towards the silent hill team, even more after the first one.

When i started Silent Hill 2, i was left with an annoyed taste because of the whole apartments area, because it was so so so confusing for me, it didn't give me justice, i was about to actually drop the game, but i choose to be patient, and damn how happy i am for making this decision.
Such a beautiful, mysterious, tragic, eerie and depressing game. Filled with beautiful yet depressing scenery, amazing puzzles, flawless characters that i can say with no doubt i prefer more than the ones in silent hill 1, even though SH1 for me is also, flawless, cool combat, even though sometimes very very picky and risky, cool enemies, amazing bosses, fantastic soundtrack, good voice acting (for me, at least, it did set up the right atmosphere), and overall an amazing experience.
You can totally see how this game takes itself so seriously yet you have things like UFO ending and DOG endings, it's like back then the developers just knew how to keep the players busy and interested in playing the game multiple times only to get an avchievement, and I so so so so respect that.
This game just tutned out to be something way more amazing than i thought it would be.
Playing it on stream maybe made me look dumb, but in the end I had to much fun with it.

(Also i cried a bit when Mary was reading the poem in the ending, the voice acting is SO FUCKING GOOD, god, it actually made me tear up and feel even more depressed(

I’ll confess: I’ve never beaten a single Zelda game in my life. Sure, I grew up a Nintendo kid playing almost nothing but Mario and Pokemon, but for some reason I never really felt enticed to give Nintendo’s most critically acclaimed series a serious shot. I’ve tried out the opening hours of Wind Waker (something that I desperately need to finish one of these days) and have played plenty of scattered hours of Ocarina of Time at a friend’s house, and yet it wasn’t enough considering the series has eluded me until now. So, it felt like a solid challenge to cap off 2023, given my recent run with time loop adventure games… and that poyfuh recommended the game to me over a year ago. It took a while to muster up the commitment, but I finally got there! Feel free to take my readings here with a grain of salt given my lack of nostalgia for Zelda, but hopefully I can bring something different to the table by focusing on what impact it had upon a relative newcomer.

For lack of better words, The Legend of Zelda is an adventure game series. Maybe the adventure game series. Quite a few good friends and users I closely follow have commented about how Zelda is really a mish-mosh of different genres, which in essence forms the adventure game. Innuendo Studios has defined this as “games that tell stories using puzzles,” though this is a very loose definition as both narratives and puzzles take many different forms. Essentially, the genre has become a blanket term that has come to incorporate many different types of games. Zelda, as the platonic encapsulation of adventure games, has as a result, come to include many different types of genre-specific gameplay in one cohesive product. To sum this up, here’s a bit that I’ve jokingly brought up with friends: every game is basically Zelda, because Zelda is basically every game.

What I’m trying to say here, is that Majora’s Mask, much like the rest of Zelda, is not so much about any one single game mechanic so much as the coalescence of them all. No one particular element is going to stand out as exceptional because many games before and after have surpassed them, but the whole is certainly greater than the sum of its parts. Much like how a classic adventure game is a fusion of different game mechanics, Majora’s Mask focuses on the intersection of different narratives and activities to evoke “the adventurer’s spirit.” It’s very easy to be critical of specific mechanics and ideas presented within the game in isolation (and I absolutely will be due to my point of reference), but they nevertheless come together to create a game unlike any other.

I suppose the easiest way to explain the premise of Majora’s Mask is to describe it as a cross between a metroidvania (item/ability gating) and a mystroidvania (knowledge gating). The time loop facilitates both of these aspects: as Link repeats the three-day cycle to gather information regarding Termina’s workings, he also gains new key items (both classic Zelda tools like the Hookshot and masks to wear/transform), learns new songs for his ocarina, and gains access to new areas and allies that can further aid his progress. The pressing issue then, is that Majora’s Mask doesn’t fully lean into the strengths of either genre.

Majora’s Mask feels underwhelming when compared to traditional metroidvanias, because key items feel underutilized. Much of this is due to the lock-and-key nature of the puzzles. Classic Zelda games focused on items with multiple facets via both dealing damage in fights and traversal/exploration: one classic example is the hookshot, which can let Link grapple up towards wooden surfaces/chests while also acting as a ranged weapon capable of pulling items and enemies towards him. However, Majora’s Mask focuses on the collection of masks as the vast majority of key items, and most are used for one exact situation (i.e. Don Gero’s mask lets you talk to frogs) and nothing else. Additionally, the masks aren’t very balanced in terms of utility, as some masks are useless once obtained (i.e. the Troupe Leader’s mask) while some are so conventionally strong that you’ll be constantly relying upon them (i.e. the Bunny Hood increases Link’s running speed and agility, so it’s a godsend for general traversal and boss fights).

On the other hand, Majora’s Mask also feels a little lacking as a mystroidvania, because there’s relatively little observation involved when compared to similar titles. The Bomber’s Notebook is your main tool is your main tool to keep track of everyone’s schedules across the three-day time loop, but it’s a bit limited in scope. There’s only twenty inhabitants recorded with schedules, and of those twenty, at least a fourth of them can be stamped as resolved by simply speaking to them once at the right time with the right item/mask. In fact, there’s only two side-questlines that force Link to commit to strict and specific time limits across the three-day cycle (Kafei and the main Romani Ranch quest). As a result, completing the Bomber’s Notebook is surprisingly straightforward, and usually doesn’t require more than one iteration of the time loop to follow and solve each case, given that Link has the appropriate items on hand when necessary.

That's not to say that the time loop is a net negative in the scope of Majora’s Mask, but rather that in comparison to other time loop games since then, it doesn’t capitalize as much in its execution. For example, there is very little usage of the time loop in regards to its four main dungeons. As Scamsley has pointed out, the presence of a time loop should lend naturally to speedrunning (via both knowledge gating to clear the dungeon faster with skips and ability-gating to use obtained items for shortcuts), but this is more or less made redundant by beating the dungeon’s boss, as the game is content giving you a direct teleport to refight dungeon bosses in subsequent resets instead. Additionally, almost all of the time-sensitive content is located within Clock Town; while it’s quite satisfying figuring out how schedules play out in the main hub, it feels like a squandered opportunity to not include enough specifically timed events elsewhere to fully utilize the three-day cycle. The presence of owl statues throughout the map sort of speaks to this; rather than have the player spend time traversing on foot and potentially stumble upon other time sensitive events, the developers would prefer for players to jump to whatever destinations they had in mind as to avoid wasting time in areas where these time-sensitive quests didn’t exist.

On top of all of this is a general clunkiness that exists between many of the game’s various systems. There’s just enough quality-of-life to where the game feels thoughtful for its time, but also plenty of wasted time here and there that made me wonder if the developers could have gone a little further. The sheer number of key items in the menu is a huge culprit; with only three key item slots accessible at any time (and the ocarina/three transformation masks constantly taking up slots), the player is constantly roaming through the four menu screens to select the appropriate item for each situation, and it’s made worse because most items are used once and then immediately replaced as a stream of inventory puzzles. There’s also a ton of downtime from having to watch the same cutscenes over and over even if you’ve seen them in previous loops, and from being subjected to the same non-skippable Song of Soaring animation every time you teleport to an owl statue. At the very least, you can skip the mask transformations once viewed for the first time. Parsing through the three-day cycle can also be a bit annoying; the Song of Double Time does at least let you skip a full twelve hours ahead to the start of each day/night cycle, but oftentimes the timed events in question begin at midnight or midday, meaning that you’ll have to wait around for a few in-game hours since the Song of Double Time plants you at 6 AM/PM. Finally, I think it’s an interesting idea resetting the player’s rupee and general ammo count (i.e. bombs, arrows, Deku Nuts, etc) with each new loop while allowing the player to farm pre-existing Rupee chests that have been opened in previous cycles. However, while there is a bank that allows the player to store Rupees between loops, there’s no item storage facility to stockpile ammo between loops, meaning that the player will likely spend a few minutes at the start of each loop whacking bushes and enemies for basic resources (or at least eat into the player’s account to buy supplies at shops, if they don’t spend time farming chests for the Rupees instead).

Honestly, this is just the tip of the iceberg when trying to judge Majora’s Mask against today’s standards of what we consider a “good” adventure game. I do have other scattered complaints, such as boss fights being generally underwhelming (I might have legitimately spent more time fighting dungeon mini-bosses than the four main masked bosses themselves), certain tedious side-games like the RNG-heavy Dampé grave digging or the Goron race with rubber-banding AI, a few overused mini-bosses such as having to fight Wizzrobe six different times, and how outside of the Stone Temple, mask abilities are never satisfyingly blended together in puzzles/quests. The cherry on top of all this is the presence of the Stone Mask, which I’d say is a bit too good since it lets you completely ignore most dungeon enemies. That in itself made me question the quality of that one forced stealth section in Great Bay; if the optimal solution is to wear a mask which lets you outright ignore the entire system, then should it even exist? Even from the perspective of someone who’s never cleared a Zelda game before, I find myself nodding in agreement when others claim that Majora’s Mask shows its age a bit more than Ocarina of Time.

But that’s not really why we play Zelda games, right? Despite the clunkiness of some mechanics and the many areas of potential improvement, many of us are willing to sit through and accept these flaws because the general experience is the selling point. The obvious argument to be made is that while plenty of MM’s mechanics feel undercooked, the actual mechanism of gameplay is constantly shifting about to suit the specific context. In a sense, Majora’s Mask can be viewed as an antecedent to the modern possession game: the basic control scheme remains the same regardless of the mask worn, but the functionality of the basic control scheme differs. This allows the game to stick to a grounded and consistent formula even though Link’s toolkit is constantly evolving on the fly, and while there are occasional moments of jank from certain side-games, most are over in a flash and still contribute positively towards the final goal of gaining enough knowledge and utility to prevent the impending crisis.

Essentially, many of the previously mentioned shortcomings end up inverting in on themselves. While Majora’s Mask has plenty of rough edges due to its rushed development and heavy re-use of assets, it’s these rough edges that lend so much towards its personality. I love how absolutely absurd and deranged the writing becomes, and the adventure game structure lets Majora’s Mask take complete advantage of the situation. One minute you’re tracking down a circus performer so he can spill his life story about joining an animal troupe since humans are also animals, then the next minute you’re fending off these zombie lantern alien ghosts with searchlight eyes so they don’t kidnap your new friend and her cows before the sun rises. The seeming lack of focus with the constant barrage of minigames and side-quests keeps the player constantly guessing what the next twist of events will bring, and the game is more than happy to ask rather than answer questions.

The backing time loop connecting all of these events together is really what drives the message home. Even though it’s absolutely tedious having to watch the same cutscenes over and over again, nothing illustrates the plight of Termina more starkly than forcing players to endlessly relive the day’s events and realizing that they are the only chance this world stands at reaching a new timeline. The ending credits bring such a gratifying emotional rush because the game deliberately withholds any semblance of permanent catharsis until you finally break through. You can’t help everyone in a single time loop, and they will never be free of their troubles until the moon stops falling. Until then, they’ll be hopelessly repeating the same tasks three days at a time, waiting for the dawn of a new day that will never come.

At the end of the day, I could keep finding things to nitpick about Majora’s Mask, but I also can’t imagine the game without these shortcomings since they form an integral part of the game’s identity. The masks might be glorified gimmicks, but they’re fantastic symbolism that are forever carried with you upon your journey even as time is constantly erased, and ultimately strengthen the adventure game aspect by assigning you new tasks to peruse. The time loop might not be fully utilized outside of Clock Town and contain extended gaps of waiting to get to important events, but it’s the forced repetition of the three-day cycle’s events that enforces the gravity of the situation upon the player. Individual characters aside from Skull Kid might not have the fleshed-out backgrounds that I had hoped for, but it’s a non-issue when Majora’s Mask is ultimately the story of Termina itself, formed from the intersecting schedules of all the different characters and elements at play. Separately, I think all of these elements are easily picked apart, but meshed together, they contribute to this pervasive nightmare of abject misery where even in the face of imminent death, fleeting moments of joy and comfort are enough to humanize the fantastical elements of Termina and keep the player moving forward towards a better future.

The story of and surrounding Majora’s Mask fascinates me, especially when learning that director Eiji Aonuma has since expressed regrets regarding its development. I and many others, however, see nothing to be ashamed of with their final product. If anything, Majora’s Mask is classic Nintendo at its core: instead of making a product that was visibly better than its competition, the developers took a chance and sought out to make something that was visibly different. The Wii is often cited as the most prevalent example of this “blue ocean strategy," though I firmly believe that Majora’s Mask was Nintendo’s first notable crack at it. Having to follow-up a game considered by many as the greatest of all time with an even shorter development period was a daunting ask, but as far I’m concerned, they absolutely succeeded. It doesn’t matter that other time loop adventure games have since outclassed their grandfather; there’s simply nothing like Majora’s Mask, and I doubt there ever will be.

On the surface, Pokemon Mystery Dungeon: Rescue Team DX appears to be a pretty faithful remake of the original Blue and Red Rescue Team. It’s the same turn-based dungeon-crawler roguelike Pokemon battling translation that I had grew up with almost two decades ago, coupled with the same storyline and a rearranged orchestral version of the original’s DS soundtrack. Minus the lack of walkable Friend Areas, DX’s atmosphere and core gameplay mechanics seemed accurate to my previous experience of the original games at first, and thus it seemed like a forgone conclusion that I’d naturally enjoy the remake. However, the more I played through the game, the more things felt off.

Further investigation into DX’s inner workings revealed that while DX preserves the core formula of Blue Rescue Team’s structure and basic combat mechanics, much of the surrounding survival mechanics have actually been pulled from the latest iteration of PMD via Pokemon Super Mystery Dungeon on the 3DS to “modernize” the mechanics as opposed to adapting mechanics from the original games in Red/Blue Rescue Team or the DS successors in Explorers of Time/Darkness/Sky. I started noticing that in DX, the hunger mechanic felt much more prevalent; my Pokemon’s belly appeared to empty much more quickly than in the originals, and I found myself consuming an Apple every few minutes or so. There’s a variety of changes that contribute to this: the belly decreases by 1/7 of a point every action (instead of 1/10 for Blue and EoS), Max Ethers/Elixirs no longer restore BP, consuming berries & seeds only restore 2 BP as opposed to 5 in the originals, and so on. Similarly, Power Point (PP) management regarding move usage limits became far more grating in DX as opposed to the original. The obvious culprit is removing the standard attack that could be used at any time for a weaker strike that preserved PP (meaning players now have to utilize moves far more often), but to compensate for this, Spike Chunsoft had to supply the player with far more PP restoration items. However, instead of supplying them with Max Elixirs that fully restore PP for all moves used, the most common PP restoration item is now the Max Ether, which only restores PP for a single move. The optimal strategy then, is to spam the same move over and over again so you get the most bang for your buck out of using Max Ethers. Finally, weather feels much more intrusive in the remake as opposed to the originals, because DX removes the ability to naturally heal HP over time during sandstorms/hail if you’re not of a resistant type, meaning that you have to either pack a lot more Oran Berries or waste more time outside of damaging weather to heal up.

None of these changes would feel too problematic in isolation, but together, this results in DX overemphasizing its resource management in comparison to Blue Rescue Team or Explorers of Sky, meaning that overloading your toolbox with the necessary buffers or grinding in easier dungeons to stock up on said buffers is pretty much a given to succeed (especially when Apple/Sticky Traps in dungeons can further spoil your resources). I unfortunately find this shift in focus somewhat ill-fitting to a remake of Blue Rescue Team; while the structure and core gameplay remained the same, the circumstances dictating how the player had to interact with the structure changed, and thus it feels to me like the remake struggled to serve its intended purpose. Needless to say, I’m far more interested in the turn-based combat than the resource management of PMD, and DX felt far more imbalanced to where I felt like I was spending most of my time watching my health/PP/belly and menuing rather than focusing on the play-by-play.

In a broader sense, I’ve said before that Pokemon’s greatest weakness is the presence of excessive RNG and grinding. That’s not to say that these weaknesses were absent from PMD, but rather, PMD often prevailed in the face of bullshit RNG and grinding because of how the game’s structure and gameplay mechanics leaned into them. Once again though, for a remake that seemed faithful on the outside, DX regrettably makes changes that worsen the RNG and grinding to extents that were not necessarily present in the originals.

I’ll come right out and say that I’m not a fan of DX’s changes regarding team size and recruitment. Blue Rescue Team and EoS kept the max party size to four Pokemon at a time (with Blue only letting you bring in three Pokemon at a time while EoS let you bring four; if you wanted a fourth in Blue, it had to be recruited in the dungeon), but DX has a max party size of up to eight Pokemon despite only letting you bring in three recruited members. The short and thick of it is that these recruits are a necessary liability for successful runs. They’re a liability because you have to bring them back through the end of the dungeon run to permanently recruit them on your team (unlike the originals, which let you send them back immediately to base), but keeping them alive will naturally eat into your resources, and letting them faint once they’ve been temporarily recruited as a guest will cause enemy Pokemon to become “awakened” and pose an immediate threat via significant stat increases. It’s also extremely unwieldy to try and micromanage five guests at the same time, especially when you can’t give guest Pokemon exact move commands or control their tactics, and you’ll often find them getting attacked at the end of a single-file line in corridors, unable to lend a helping hand to fend off enemy ambushes. At the same time, these guests can be absolute godsends to runs: they often come with Rare Qualities that affect the entire team, such as Small Stomach (which lets you consume any seed/berry/apple and immediately fills the belly to max capacity) or Strike Back (which lowers the Attack and Special Attack stats of an enemy Pokemon, including bosses, that deals damage to your team). You can’t see what rare qualities an enemy Pokemon may have while fighting them, so it’s in your best interest to recruit as many guests as possible in hopes of getting more Rare Qualities to bolster your team. Essentially, this is yet another resource grind that’s present only in the remake. At best, getting the Rare Quality recruits you need is extremely time-consuming and luck-based, but at least lets you steamroll boss fights. At worst, not getting the Rare Quality recruits you need feels like an active detriment when you’re running low on supplies and the dungeon isn’t giving you the item drops you need to survive.

Perhaps this resource grind would be more forgivable if the level scaling were up to par, but as it stands, I find enemy XP drops during the main game to be rather lacking. You’ll have to stick around and roam entire floors to sufficiently scale up with the enemy Pokemon level increases as the story progresses, and that’s often not the best idea when you’ve only got limited resources in your toolbox to manage HP/PP/BP and you’ll likely end up spotting the stairs before mapping out the entire floor. The best way then, is to train in Makuhita Dojo. This too, has been drastically altered from the original. Instead of challenge-room type and boss mazes, the dojo has been repurposed into a straight XP grindfest. You now have to spend limited tickets to defeat as many enemy Pokemon as you can in a real-time limit (i.e. a Bronze Dojo Ticket gives you 50 seconds of real time), and because experience is significantly multiplied both by the ticket itself (3x for Bronze, 5x for Silver, 7x for Gold) and by using super effective attacks, it’s simply too good to pass up considering the meager XP earnings from story dungeons. Unfortunately, this is also extremely tedious due to the time limits, as excess animations from randomly doubling attacks or outright missing attacks/failing to OHKO from random enemy buffs feels particularly punishing when Dojo tickets are a limited commodity that have to be scored as job rewards or randomly from dungeon treasure chests/mail. It also doesn’t help that the ticket allocation itself is not scaled: you’ll still be receiving Bronze tickets far into the post-game when you’ll likely need to use up 3 or more tickets to level-up, and you can only use one ticket at a time instead of stacking time limits. The result then, is that Makuhita’s dojo outright breaks the difficulty curve of the game: I found myself significantly overleveled during the main story using it, but after the significant difficulty spike during the post-game, it failed to provide much benefit for my main team since I was inundated with Bronze/Silver tickets and thus led to even more time spent grinding both in and outside of dungeons.

Gummis have also been reworked in DX, and are a slight improvement over the original, yet aren't completely rectified. Gummi grinding was likely the weakest aspect of the original games: you needed them to level up the IQ of each individual Pokemon for basic skills such as not stepping on visible traps and not using status moves on Pokemon that have already been statused. Fortunately, these IQ skills have been entirely removed and as a result the AI has been improved significantly: you no longer have to micromanage every single member of your team to avoid making silly mistakes, and in fact teammates can aid you subtly like positioning themselves to target ranged enemies or deviating slightly from the path to pick up floor objects so the leader doesn’t have to pick up every object themselves. That said, gummies still serve a purpose, because they provide random permanent stat boosts (invaluable when level-ups are often just a simple +1 to all stats) and they’re the only way to add/change Rare Qualities attached to your team members. Obtaining gummis is actually more obnoxious than even the original games, because just like Dojo Tickets, they can only be obtained via job rewards or found randomly in treasure chests, and you’ll often need to run through a few just to get the right Rare Quality for a specific team member (or a Rare Quality at all, because Rainbow Gummis are not guaranteed to give a Rare Quality). At least in the original games, you could obtain Gummis as random item drops on dungeon floors.

The above three changes basically represent a trend of changing aspects from the original in a way that left something to be desired, and lead me to believe that the remake is somewhat misguided. It’s quite confusing: sometimes there are obvious improvements, like expanding the toolbox capacity from 20 to 48 (carrying this from Explorers of Time/Darkness forward) and adding in all evolution lines for Pokemon from Generations 1-3 + bringing in new moves that have been added since Gen 8, but then sometimes the game feels far more punishing than difficult in a way that the original never did, like how fainting in dungeons now makes you lose all of your money and items (whereas you’d only lose half of your items in the DS originals and at least in EoS, only lose half of your money), so you really better hope you’ve got the resources to rescue yourself with a second team or someone online spots your request promptly.

What is more damning though, is that for as many things as they did change, there’s a lot of not great things about the original that I’d argue they should have changed/improved upon but didn’t (or at the very least, didn't improve upon enough), such as the aforementioned issue of gummi grinding Ironically, the qualities left in from the original are what led me to realize that Blue/Red Rescue Team are more flawed than I had originally remembered. For example, the original wasn’t great at pacing either (I found myself equally bored in the main-game at times, forced to grind during one particular story-heavy section where I was limited to my protagonist + partner), but I think it was more forgivable at the time given that it was the debut of the series and was greatly improved upon in Explorers of Time/Darkness/Sky. DX feels far more egregious in context now that I have several points of comparison, for not fixing a lot of the grinding/RNG issues of the original (and in fact exacerbating a few of them) and transitioning the at-least involved main-story into an underwhelming post-game narrative, of which 80% can be summed up as “fight this powerful Pokemon because you can.” Take this with a grain of salt since my point of view is colored from extensively playing the original (albeit, almost a decade and a half ago), but I unfortunately found my time spent during the main story to be quite forgettable (as I breezed through the dungeons with little difficulty) and a good chunk of the post-game to be aggravatingly tedious while I scaled up my team to better deal with the far more competent foes and spongier bosses.

I suppose I did eventually come around on the post-game nevertheless, considering that at the time of writing I’ve now logged just over sixty hours on my save file. It’s a pity that it took hours of forgettable missions and grinding (instead of the game adequately scaling my gains throughout the story’s runtime) to get to that point and that my satisfaction was in spite of rather than as a result of the altered resource management (since these elements become minimal once you have the right Rare Qualities and a stockpile of Perfect Apples/Max Elixirs to throw at the problem), but a few of the game’s climatic dungeons really do bring out the best qualities of PMD’s gameplay. One dungeon that stands out is Meteor Cave: in it, you are constantly assaulted by infinite waves of different Deoxys forms that force you to consider the totality of your actions, considering each form has significantly stratified stats/moves that must be dealt with promptly before you run out of resources due to Pressure doubling your PP usage. In just twenty floors, this dungeon where you cannot be rescued challenged me in ways that Silver Trench couldn’t do in ninety-nine. This isn’t even my favorite dungeon in the game though: surprisingly, that title goes to Purity Forest. Considered by many to be the toughest dungeon in the game, Purity Forest drops you in with no items, no Poke, and only one team member, resetting your level to five and forcing you to fight and earn your way out to even hope to survive against fully evolved Pokemon by the end of your run. The caveat to my final hours savored in the game was that I had to slog through multiple other ninety-nine floor dungeons around the same time as tackling Purity Forest (and it doesn’t help that two of them, Wish Cave and Joyous Tower, are basically Purity Forest Jr since the only differences are that Wish Cave lets you bring items + teammates and Joyous Tower only lets you bring teammates), but ultimately, I can at least say I finished my run on a high note, even if I felt like my run was diluted somewhat by the lackluster pacing and never quite hit the perfect difficulty until the very end.

So the big question remains: do I recommend Rescue Team DX? While I ultimately got some enjoyment out of the game, I'm conflicted regarding its overall quality and lean towards no. All things considered, I don’t really know what audience this game appeals to or if it even excels in any particular category. Newbies will likely find this game too hard and too grindy during the main story, while veterans will likely find this game initially too easy and too grindy during the post-game. DX introduces enough quality-of-life changes, but it also doesn’t change certain exasperating elements from the original (or in some cases, outright fumbles the bag) and makes me question if the remake was necessary in the first place. The climactic gameplay, once the player gets past any resource and leveling barriers, is fantastic, but as I’ve mentioned earlier, is dragged down by a layer of RNG and grinding that often feels more tedious than challenging. Finally, I'd say that the story’s adequate given its time, but it can’t hold a candle to the emotional peaks reached by Explorers of Sky (due in part to Sky’s side stories).

If anything, my time with DX has confirmed that I see modern Pokemon games far differently than I once did as a kid. Obvious statements aside, I find that I tend to view the newer Pokemon games (of the ones I’ve played anyways, as I only have a few hours in Sword/Shield and haven’t touched Scarlet/Violet) more as sandboxes than well-rounded experiences. Granted, it might be a little unfair to assign this to a remake of a 2005 DS/GBA game, and it doesn’t even sound like a significant issue at first given that I’m usually able to dig deep and find the player motivation to thoroughly approach games on their own terms. That said, I would also say that there was once a time where Pokemon games excelled in both world-building/atmosphere and gameplay (Explorers of Sky being the obvious candidate), and as such it’s hard to see DX as anything but a personal disappointment at best. Even so, it might not be my ideal experience, but I’m still glad that others were able to fully savor what DX brings to the table even if I’m stuck in the past reminiscing about the glory days of PMD, and that’s okay too.