158 reviews liked by MegaApple


Simply put, the game's good. It's got issues like I feel Kung Lao's written to be a bit too much of a dick at times and the conflict between him and Liu Kang could've been better paced but otherwise I'd say it's a solid enough story for a fanservice-y spin-off game.

Gameplay wise it's honestly really fun and has a bit more to it than I was expecting, platforming is a little awkward at points but it's fine overall too.

A game that has no right being as good as it is. One of the best platforming beat 'em ups that retains all of MK's characters and essence while drawing upon the rich material the series had for an outstanding experience playable from start to finish in co-op with even more unlockable characters and a hidden versus mode. How this game isn't brought up more or brought back for even a re-release is beyond my comprehension.

A rogue tsunami absolutely crippled my power network, and the USA took full advantage of this. Truer than real life. But at least my Presidente was dapper as all hell as crowds sent assassins after him.

A '90s PSX Life Sim I posted a song of on my music channel:
https://www.youtube.com/watch?v=msjpAsvJ5XU

JP-only, but great if you like life sims!

You play as a boy staying at his cousin's(?) bakery on a floating island for the summer. Each day you'll deliver bread to townspeople. Occasionally you can trigger events to get to know some of the girls better. It's typical genre fare, but feels less stiff than your harvest moon - characters all run around on their daily cycles and you often have to chase people down. Events trigger seemingly out of nowhere. It's confusing but works.

I like the game's lore. It's a floating island, but if you explore the tunnels below the surface you'll see distant ruins in chasms below you - out of reach... Complete with forboding music, this makes for some surprising atmosphere. I wasn't able to discover the lore behind it - alongside some suspicious/shifty characters - but I assumed that was all intentional. There are violent creatures in the outskirts of town, you can literally Die... some characters are witches with spooky cavern labs. it felt refreshing to be as in the dark as I presumed the villagers were, about the history of their island.

Certainly we can say the same is true of many of the places we live in. My hometown used to store missiles during the cold war, before that it was a training airfield for WW2... and today it's just soccer fields.

There's points to criticize in DDP but overall it's memorable and ultimately that's all I really care about. As you meet new characters and learn terms, you can ask other characters about other people, or the terms. Of course, most characters go "??? I don't know???" but on occasion you get a detailed response and it sheds light on some social relations of the character. Could've used a design pass or two but I appreciate it nonetheless.



INASA!!! My friend made this game... I'm American, so I don't have experience with a rainy summer day stuck at my grandparents' place in Japan - but I (and I imagine many others) have similar youth experiences of being left at a relative's house, feeling like there was very little to do... this game conjured a lot up for me. I loved the choice of letting you pick 20/40/60 minute play session, I also liked slowly uncovering the moveset. After about 10 minutes you'll have an understanding of the house, so passing time becomes a matter of how you use your moves... you can crouch, sit, jump around, open doors or move stuff. As a kid, once I had a Game Boy it became easier to feel busy (perhaps to a fault), but I remember doing things like trying to 'draw' images on plush carpets my moving the fibers, sliding down staircases over and over, looking at grandparents' travel knick-knacks...

Thracia is a beautiful video game and a bit of a standout in the Fire Emblem series. In FE you often play as a prince or princess with the support of the crown, yours or another, at your back. Knights, resources, loyal retainers, and the like. You go forth and fight for your kingdom, your friends, and what have you.

Thracia is a bit different. Leif is a minor prince in exile, and your brigade is the local militia. So much of the game is spent struggling against overwhelming odds; running away from a superior force. You have very little gold, so you need to capture enemies and steal their equipment. Every victory feels desperate and well-earned.

The game is full of bullshit. It is a bullshit game. Don't have enough keys at this very late chapter in the game? Sorry, buddy, you're softlocked. Oh, you're in the bandit gaiden? Get ready for the girl with the Thief staff to steal your equipment from across the map. Deal with it. Got a powerful unit in the middle of your army? Sorry, she got hit by the berserk staff and just killed your best healer. Walk out into the dark forest? That's a shame, this random bandit just hit you with a sleep staff, captured you, and stole all your equipment. Oh, and the boss hit you with a long range sleep staff, too. Don't even get me started on the long range siege tomes through fog of war.

The game hates you. The game spits on your face. You think you're having a continent-spanning adventure as the Hero-Prince Marth? Who the fuck do you think you are? You think you're having a geopolitical Shakespearean drama, an ancient epic with larger-than-life heroes blessed by the blood of ancient warriors, of the very gods themselves like in FE4? Get real, twerp. You're a two-bit prince with a bunch of militia troops, freedom fighters, and mountain noble knights (later), and you've got to run the fuck away before you can reclaim your kingdom. Every battle is desperate. Every victory is hard-won.

The beauty of the bullshit is that you also have bullshit. Staffs are busted. Warp across the map, who cares. Make the enemy berserk, whatever. Thief staff the boss's weapon away, what's he gonna do about it? When you're this desperate, who the fuck cares about 'fighting fair'? This game was meant to be cheesed, because it's cheesing you. It feels like the director Kaga is challenging you, personally, to a battle of wits - a contest you're going to rise to the challenge of.

One part that stands out to me is a mission later in the game, a tense defense mission where you have to hold out for reinforcements. When it is finally done, the protagonist of FE4 appears with a host of troops to bail you out and give you the thumbs up before going back to doing incredibly significant, world-saving epic shit. You, as Leif, and all of your struggles, have just been a footnote in the greater narrative of FE4. Your 16+ chapters of blood, sweat, tears and loss are just a single map to the other guy.

It's beautiful.

Most significant to me is the penultimate map, right before the finale. I won't give details of the reward, but it is the height of the game's bullshit, of its player-hostile design. Seemingly-random tiles teleport your units to a room in the bottom where they are beaten to death by enemy reinforcements coming out of stairways from which there is no escape. Fog of war concealing Berserkers with extremely high crit and damage, all but guaranteeing a one hit kill on any of your unfortunate allies. Constantly dark mages warping towards you from across the map. It is perverse. It is disgusting. It feels like something out of like a cruel romhack, like a particularly rough Kaizou Mario.

Yet it has great purpose. If you go through it, even though your best units will likely be fatigued and thus unusable in the final map, where you will need them most to actually beat the game - even though you will gain no new items, no new weapons, not even a powerful party member - you are instead rewarded with the best cutscene in the game and incredible emotional catharsis.

It is completely optional. It is in your best tactical interest to not do it. The requirements to unlock it are slightly difficult in the previous map. Yet, the game looks you in the eye, narrows its own, and asks you how much you want your happy ending. Because if you do, you'd better come and get it, motherfucker.

I love Thracia 776. I don't think we'll ever get a game in the Fire Emblem series like it again, but I deeply cherish my time with it and hope anyone else interested in Fire Emblem gives it a try, ideally after getting a few femblems under their belt.

Brief horror title done in a grainy PS1 visual style that gives a strong buildup mixed with a strange atmosphere as you interact with the locals but mechanically never really puts you in enough danger which starts to detract from the feeling of being under a current threat.

The main character finds dirty clothes around her apartment as her boyfriend hasn't done the laundry. Needing fresh clothes for a morning interview she finds the apartment's washer broken and is told about an old laundromat that is open 24 hours a day near the edge of town. She decides to take a bus there ignoring the warnings about a serial killer that has been targeting pregnant women. As your clothes wash and dry you are giving time to explore a small area where you can find clues about the past murders and area and talk to some local people often giving off a mixture of a strange or humorous vibe while maybe noticing the same car in the parking lot that you saw when you got on the bus by your apartment.

It's a good environment and visual style that does a lot right but you start to find yourself in situations where in most titles the killer would be stalking you and you would be in active danger and would need to sneak around but as you come to notice that you have no direct threat in these early sections it removes a lot of the possible tension.

Screenshots: https://twitter.com/Legolas_Katarn/status/1785228111526891669

Another entry from my List of the Thirty-Five Best Games I Played in 2023, now available à la carte:

On Chrono Cross (Or — "How I Developed a Palate for Poison")

My grandmother doesn’t live in Vermont anymore. A couple years ago, she and I went back there together and rented a place to relive those days. Naturally, the rental had some similarities to her old place. We drove around, taking in familiar sights, waiting for the rest of the family to join us. I fired up Chrono Cross for the first time one evening, and promptly came down with a case of water poisoning.

If I believed in omens, I’d take that as a bad one. I touched a game about a character who finds himself in an eerie facsimile of home, itself the strange and twisted sequel of a beloved favorite, and it left me hurling into a toilet. The water supply we’d been drawing from was unfit for human consumption. I spent the recovery period with Chrono Trigger and Dragon Quest V on DS, beneath the more familiar ceiling of a family friend’s house. I’d later start writing a non-review about how I didn’t have to play Chrono Cross, eschewing the pretense of being some aspiring member of the Backloggd “videogame intelligentsia.” I don’t need “cred,” right??

Well.

I played Chrono Trigger again in 2023 at least twice, depending on how you define a “playthrough”. The first was because I’d just finished Final Fantasy X and wanted to make some unfair comparisons. The second was because I was three-fourths of the way through Chrono Cross and…wanted to make some unfair comparisons. Even in the thick of it, I was avoiding the inevitable.

So…About the Game

Cross makes every effort possible to be anything but a clean, obedient sequel to its father. And you know what? Good. Trigger’s development was predicated on originality, and should likewise be followed up with another adventurous convention-breaker. The “Chrono Trigger 2” advocated by the likes of Johnny Millennium doesn’t appeal to me; lightning doesn’t strike twice. Still, Cross is Trigger’s opposite even in ways it really shouldn’t be.

With the exception of its original PSX audiovisual presentation, some of the most colorful and lush I’ve ever experienced, just about every one of its ideas is noncommittal and indecisive. Monsters appear on the overworld again, but you won’t find anything as deliberately paced as Trigger’s level design to elevate this from the status of "mild convenience." The conceit of its combat system is worth exploring – characters deal physical damage to build spell charges — but the deluge of party members and fully customizable spell slots amounts to a game that would’ve been impossible to balance. Level-ups are only granted during boss fights, and the gains acquired in normal battles aren’t worth the effort, so the whole thing snaps in half not 50% of the way through. It isn’t measured to account for the fact that you can take down just about everything with an onslaught of physical attacks by the midgame.

Then again, if the combat had been as challenging as the story is bizarre, I don’t know that I would’ve stuck around all the way to the end. Maybe I wouldn’t have been as gung-ho about swapping party members around and collecting them like Pokémon. Amid its spectacle and ambition, the wonder of sailing the seas and crossing dimensions, I left most events unsure of what to think, positive or negative. It wasn’t ambivalence, exactly.

SPOILERS AHEAD

It’s like this: Fairly early on, you’re given an infamous decision. One of the major protagonists, Kid, is dying of a magically-inflicted illness, and the only antidote is Hydra Humour. If you agree to go after it, you’ll find that it can only be extracted from the Guardian of the Marshes, and its death would mean the deterioration of the ecosystem which relies upon it. The dwarves and all other life in this biome would be put at risk. I weighed my options. I decided to reload a save and refuse the quest. Kid wouldn’t want her life to come at the cost of hundreds, if not thousands of others. So I start down the opposite path…

…Only to find that, in this route, a squad of human soldiers kills the hydra anyway, leaving the dwarves to flee their uninhabitable home to lead a genocidal attack on the fairies’ island to claim it for themselves. Jesus. The dwarves’ manic strangeness did little to downplay how chilling the result of my little coin flip was.

After an effort to defend the few remaining fairies and keep the dwarves at bay — leaving the survivors to process the turmoil of their new reality — after all that…it turns out that Kid is fine. She got over the illness by herself, offscreen.

For as many words as it goes on to spew, no moment of my Chrono Cross playthrough spoke louder than this one. Chrono Trigger’s party was faced with a choice — allow Lavos to erupt from the planet and drive everything to the brink of extinction, or risk everything to prevent the apocalypse. It’s a thousand years away, these three characters can live out the rest of their days comfortably and never have to concern themselves with it. They’re shown an End of Time, proof that the universe won’t last regardless of what they do, and still decide to fight on behalf of the world. It’s worth trying, if only to preserve a few more precious seconds of life for their descendants and their home.

Chrono Cross (eventually) reveals that their meddling allowed Lavos to become an even more devastating monster. We can defeat it, but who can say that won’t result in an even more cataclysmic fate? Because he lives and breathes, Serge’s timeline is worse off. It’s hard to tell whether that’s lore nonsense, self-flagellation on the game’s part, or genuine philosophizing. It wouldn’t be alone in that. As a chronic “downer,” I can’t help wondering if there’s no way to survive in the modern world without directly or indirectly participating in human suffering.

Maybe Writer/Director Masato Kato couldn’t either. He seems bent on reminding the player that they are but a speck in a cosmic puzzle, and there’s no defiant “so what?” answer to that problem. Even the thing we’ve been led to accomplish isn’t revealed until seconds before the finale of this forty hour game (and that's NOT a joke). You can’t see the credits without recognizing that it’s an unfortunate victim of mismanagement and a little too much Evangelion, but that doesn’t mean it fails to resonate. I don't think there’s another game that so thoroughly captures the existential confusion of being alive.

It was good to see them not following the trend set by Combat Evolved of backtracking the same area multiple times. Also they really cooked with the cutscenes, the CGI/animation of the cutscenes definitely felt movie calibre. They could've actually made an animated series/movie out of those cutscenes instead of the live action Halo.The actual game looks good too but then doesn't really match the visual tone/quality set by the cutscenes, so it felt like watching 2 different things. The gameplay was really fun, had a lot of diverse setpieces/encounters but it did feel hard to navigate stuff on heroic difficulty, also frustrating at times with the poor checkpoint system and bullet sponginess. I can't really vouch for this being the best among the series, so far Reach and 3 are tied at that for me.

Horizontal plane and steampunk style shoot em up. Two pilots with different shot types and plane speed, three gunners to choose from with their own shot types. Tapping fire shoots your pilot's attack, holding fires a stream of the gunner's attack while slowing your ship and locking onto enemies. Bombs and destroying enemies can cancel enemy shots. Scoring system relies on shifting between firing types. Great stage, enemy, boss, and background design. Music starts of decent then becomes completely forgettable.

Screenshots: https://twitter.com/Legolas_Katarn/status/1346801742382415877