2617 reviews liked by Mickey


this game is like eating a delicious four-course meal and then finding out it was poisoned and you were actually eating dirt the whole time

It feels mean to compare this to its predecessor but Virtue's Last Reward just doesn't have the sheer joy and thrill that Nine Hours, Nine Persons, Nine Doors had. Its lore simultaneously wants to develop and exacerbate the insanity that 999 spent slowly unspooling, but it doesn't want to approach that level of multifaceted storytelling with nearly the same drama or heightened sense of panic. When I learned of a new element within the story, I didn't feel as strong of a sense of bewilderment or clairvoyance-level realization, but rather a sense of mild satisfaction. That's the thing that gets me about this game, I suppose: It works, but it doesn't tug at my emotions as much as 999 did. The chaos is ramped up but it just doesn't feel as urgent or interesting.

The character drama in particular is maybe my biggest gripe with the game overall. Every conversation is considerably longer and more quippy at the cost of information density, there's this sense of irreverence that feels extremely out of place. Of course, you could blame this on the advent of the Danganronpa franchise and its mockery in the face of certain death, but that series has its moments to refrain from indulging in its hypersexuality and humor in service of a bigger idea that climbs towards a hostile thriller screenplay. Additionally, the irreverence is used to help build onto the dread—were it not for Monokuma's complete and utter disregard for his subjects' lives, there'd be less panic among them.

The characters in VLR, on the other hand, are poised to joke and shove corny banter in nearly every conversation given enough time, such that it stands to kill a lot of the intensity that the holistic story builds. I would much rather a short, important conversation than a long one that stands to remove any given amount goodwill I have for the main characters. This lack of brevity is also not helped by the gargantuan amount of time that it takes between various novel segments, showcasing a very annoying dot moving across the map for every single possible migration of the characters. At a certain point in my playthrough, I started scheduling for these intermissions and texting friends over actually trying to remain immersed with a medium that ejected me from immersion to begin with.

That's not to say it's a bad game, far from it—once again in no small part to the thoughtful escape room design employed with a similar (but not exact same) grace as its predecessor. The increase in difficulty is something I rather appreciate, even if it comes at the cost of breaking immersion sometimes. I especially appreciate the safe system, though it has its drawbacks with certain room-end puzzles. The broader story itself, divorced from being attached to the game and the individual writing choices I dislike, is excellent scaffolding around the original lore that 999 set up. It's just a shame that this story had to shake out this way, because as a game it fails to excite me beyond its lore and individual chambers.

EDIT, 23-MARCH-2024:

My neglect to mention the very casual misogyny present in this game is starting to bug me greatly, so allow me to comment on the reality that Sigma and the rest of the characters either are victims or enablers of horrific womanizing. In a shocking departure from 999's relatively minute jokes about sexuality that are unimportant, minor facets of individual characters only appearing once or twice, Virtue's Last Reward takes the bold move to make Sigma a sexual harasser. In every possible route, he is poised to interact with at least one of the female characters with a variety of dehumanizing and, frankly, horrible sex pestery. He even remarks that Clover (who in VLR is small and skinny but an adult) is seemingly jailbait.

Misogynist characters are not inherently detrimental to a story if it is done with the tact and angling that it deserves. I hold the idea that depiction is not necessarily endorsement of the depicted. However, VLR's main character being an incessantly horny poon-hound who can be led to do just about anything with the promise of someone's panties getting stripped off is so irritating after 20 hours of playing the game that it ceases to be worthwhile as a facet of a character worth exploring. There is no benefit to it in this story.

this game is genuinely goated idc, the flaws unironically add to its charm ❤🙏

One of the coolest things that happens to us as individuals is how our opinions and feelings can change over time.

In 2019, I tried playing Hollow Knight for the first time and played quite a bit of the game, almost 10 hours, and although I was enjoying it, I wasn't captivated by the mystique that the game apparently had, like everyone else was. Fast-forward to 2024 and I start a new save from scratch and well... I think I finally understand the commotion...

Hollow Knight is one of the best games I've ever played and largely because an older (and more grumpy and tired, I admit) "me" simply sees games a little differently and has a much bigger baggage than the "me" from 5 years ago.

What I like most about Hollow Knight is how I see in it elements of several games that I love and are in my pantheon of favorites. For the first time, another metroidvania gives me the sensation of exploring the map of Super Metroid, with its twists and turns, with its dense areas, getting lost in the dark tunnels of Deepnest, being overwhelmed by the bees in the Hive, or stunned by the beauty and ambiance of Queen's Garden.

I love the game's slower pace, which demands much more from you but rewards you handsomely with each new boss.

Or even how visually, somehow, the game sometimes just feels like a 2D Bloodborne to me, oozing in visual style even though this style can indeed be somewhat monotonous and monochromatic at times. At least that brings a very unique consistency to the whole game, making all areas somehow part of the same world, regardless of the variations in temperature and height that the areas may have.

Or even how, in gameplay, it's something smooth, enjoyable to play, to move with the character, with a rich palette of tools to face enemies or simply wander through the vast map. Its combat strongly reminds me of a blend of Mega Man X with Mega Man Zero, or rather, the best of the combat from these two series in one game. And its fluid movement clearly reminds me of Alucard from Symphony of the Night.

Even though it brings me this collection of memories, Hollow Knight is still something with a strong, unforgettable identity, and rarely equaled in the genre.

It just doesn't get a perfect score because, in fact, sometimes the game just seems to waste a little of your time, the Stag Stations aren't enough, and sometimes the feeling of visual monotony can hit a bit. There's some flaws in its design too... You shouldnt have to equip a charm to see where you are on the map and you already have a button to use spells, it is RB/R1, Circle/B should be exclusively used to heal. But who knows if the game won't grow even more in my tastes over time? It certainly has the capacity for that. Hollow Knight is simply amazing all around afterall.

Great game if you’re having trouble falling asleep

Never lost momentum, whenever I stopped reading I always wanted to come back for more.
Now that I finished it there's only one more thing to say.
NASU STOP SPOILING MAHOYO 2 ON FGO AND ACTUALLY WRITE THAT DAMN VN ALREADY.

Talk about a massive lift from the first game. I like that one, but it feels like a prototype after playing The Second Runner. Hi speed robot action goes so hard in this game! And to think Zone of the Enders 3 got canceled, I’m so bummed. Thanks to Hexadrive to fixing this HD edition…only in the PS3 version. Cygames did the PS4 version, which seems to be good. So many cool ideas left in this one cool mecha game people didn’t buy cuz there was no Metal Gear Solid 3 demo included…

fun for the first 10ish hours then when youve explored most of the world it gets extremely boring. tried to play this shit 2 times and I was more dissapointed the 2nd time cause I made it further.

IMOQ is more soulful but this is just way more fun to play

Oracle of Seasons is a remarkable game for the 2D branch of the franchise. Of the pair of games released for the GBC, the focus of this one is towards a sense of adventure at its purest, setting simple puzzles to solve, but with sections focused on challenge and discovery, making it a highly enjoyable experience.

The novelty that distinguishes this title from the rest, is that here we will travel through a land in which the seasons have gone out of control, so that it can be winter, but from one moment to another can also be spring, summer or autumn, which is not only an aesthetic change for the map, for example, in winter there can be a mountain of snow or frozen rivers, which we can take advantage of to reach places that otherwise would be impossible to reach, but in summer for example, vines grow on some cliffs which allows us to climb them. It's an idea that although not as ambitious as the parallel worlds of A Link to the Past, it's still pretty cool for making exploration more entertaining and interesting, not to mention that exploring Holodrum in different climates/states of the year has its charm. I feel this in turn is also a creative way to expose the difference it makes to have color in a game versus not having it, as in the original GB a concept like this would have been somewhat impossible to execute just having the green/gray scale.

This game takes place in the kingdom of Holodrum, where Din lives, the oracle of the seasons, but after an event is kidnapped and thus the different seasons of the year lose control, so it will be our duty to get the 8 essences of nature of the 8 temples scattered around the kingdom to rescue Din.

The temples generally present a very good and creative design, almost always being quite intuitive for the player, mostly with simple puzzles, but that are still quite entertaining and will require from your part a little ingenuity to be solved, presenting this game also some pretty cool items that have become some of my favorites, such as the magnetic gloves. I especially like the fact how in this game hearts do matter, as unlike most Zelda games, the enemies and boss battles can be a bit challenging, not that it's a difficult game, but if you get overconfident you could end up seeing the Game Over screen on more than one occasion.

Something I love is that the exploration and discovery factor of the early Zelda games is very present in this title. It pays to be curious and attentive, as many times some puzzles or secrets are revealed when we go to a place with a certain season. There are a lot of references to the first Zelda game, like some of the temples, bosses or even some caves with old people inside that have strange dialogues and sometimes can be tremendous trolls, and curiously, there are also references and inspiration from games like Mega Man, which we can notice especially in those 2D platforming type sections. If you played Mega Man X, the final boss will look familiar.

Conclusion
It's certainly a game with a very good design and pacing, it never feels boring, and the mechanics of switching between seasons made the mere fact of exploring more engaging. If you're wondering where the inspiration from the Mega Man games and the references to the first game in the franchise came from, it's because this game was made by Capcom, and started out being developed as a remake of the first title, but then evolved into a completely different game, and in retrospect, I think it was for the best, as it has become one of my favorites.

Secret 1: backloggd.com/u/M----------------

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