216 Reviews liked by Minish


Pure theatrical melodrama with genuinely jaw-dropping production value that writes checks its second half can't cash, in combat, plotting, and pacing.
There will be nothing else this generation like the Eikon fights, that's for certain.

This game can't find the right balance between being Asura's Wrath, God Hand, Stranger of Paradise or God of War XIV: A Game of Thrones Reborn

For a long time fighting game developers, and game developers in general have tried to reach out to a broader audience by simplifying core mechanics, on the surface this makes sense, a lot of really popular games are also really simple. But if you think about it for two seconds it's actually fucking stupid, because a lot of really popular games are also utterly byzantine to a normal person- DotA, LoL, the entire genre of MMOs, anything that Europeans push to the top of the steam best sellers, etc. And many more games pretend to be complex to cover their simplicity, such as every single game that is the subject of jokes like "increases semen retention by 2.5% on a Tuesday" or has a skill tree that unlocks basic abilities that should have been in the toolkit by default. Capcom decided to make SF6 an order of magnitude more complex than their last game, their accessibility tool is forcing you to choose between two radically different control schemes with far reaching gameplay implications, and a practice mode with a dozen pages worth of settings to tweak for every conceivable scenario so you can skip "training" and jump right into human growth hormones. Naturally they've been rewarded for this with a wildly successful game.

And thus did the Warrior of Light find themself transported to another realm, free of the baggage of a half decade of war and carnage ravaging Eorzia. Instead, with the Scions of the Seventh Dawn, she must save the realm of The First, which stands to lose everything to, amusingly, THE LIGHT.

Bringing two new classes to the table, a wealth of new dungeons, the single player oriented Trust system, and a brand new massive parallel universe to explore, Shadowbringers makes the correct decision of scaling sideways instead of upwards to continue the story of the player's Warrior of Light character. By setting the third expansion pack in a separate space, the stakes can continue to get higher without being forced into a space where they topple over in size like many long running stories do; its a decision that I found myself applauding after the conflict just continued to escalate throughout Stormblood.

It also allows the story writing team to do what it does best: world building. In crafting a completed alien setting for the player, they get to flex their muscles in a way that isn't hamstringed by a decade of development with Eorzia. The realm of The First feels genuinely foreign compared to previous expansions; you can tell that staff had a good time flexing themselves in creating a space that feels strange, yet familiar. A brand new cast of characters, spearheaded by the mysterious Crystal Exarch, get brought into the fold, as does a new villain, Emet-Selch, whose presence is both as interesting as it is unwanted throughout your quest. In soft rebooting the setting for Shadowbringers, the team was fully able to revitalize momentum with a new quest in a new land that didn't just feel like a further unraveling of Eorzia's map. Its incredibly effective.

Shadowbringers also continues to further the work that the XIV started in Stormblood with wonderful dungeon designs and beautiful 8 man trial events. The game really started to find its own footing with rich mechanics and layers being added in that game, and their work continues to get more and more engaging in Shadowbringers. As always, I cry out for more dungeons, trials, and duties during the main story quest, but that is because it continues to be so so good, and so much of the story telling through cutscenes and otherwise is so so dry. As XIV continues to flourish in the gameplay department, it also continues to become more and more burdened with the density of its storytelling. As much as I enjoyed the plot of Shadowbringers, I did also find myself waiting a bit more between gameplay events. Its not a terribly efficient or effective way of maintaining player interest in its increasing complex story.

Shadowbringers is a remarkable step forward from the messy politics and bland setting of Stormblood. It continues to progress is all areas of greatness that XIV possess, and all of the areas where it tends to fall behind. Its narrative isolation, and successful execution of that isolation means that its follow up, Endwalker, is going to have a much harder time bringing everything to a close as a result. I look forward to walking to end with great intrigue.

Often copied, imitated and cited, but none of them ever got Half-Life, least of all it's own sequel

MFers be like "how does Nintendo keep doing it" and then you check the credits and the same people have been working on these games for 75 years instead of getting replaced every 6 months

πšƒπš‘πšŽπš›πšŽ'𝚜 πšŠπš— 𝚎-πš–πšŠπš’πš• πš–πšŽπšœπšœπšŠπšπšŽ!

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πšƒπš‘πšŽ 𝟹 πš•πšŽπšπšŽπš—πšπšŠπš›πš’ 𝙿𝙾𝙺é𝙼𝙾𝙽 π™Άπ™°π™Όπ™΄πš‚
πšŠπš›πšŽ π™Άπšπ™΄π™΄π™½, πšπ™΄π™³, πšŠπš—πš π™±π™»πš„π™΄.

πšƒπš‘πšŽπš’ πš πšŽπš›πšŽ πš›πšŽπš•πšŽπšŠπšœπšŽπš
πšŠπš•πš–πš˜πšœπš 𝟹𝟢 πš’πšŽπšŠπš›πšœ 𝚊𝚐𝚘.

πš†πšŽ πš™πš•πšŠπš— 𝚝𝚘 πšŽπš‘πš™πš•πš˜πš›πšŽ πšπš‘πšŽπš–
πšπš˜πš•πš•πš˜πš πš’πš—πš πšπš‘πšŽ πš›πšŽπš•πšŽπšŠπšœπšŽ 𝚘𝚏
𝙿𝙾𝙺é𝙼𝙾𝙽 πš…π™Έπ™Ύπ™»π™΄πšƒ πšŠπš—πš
𝙿𝙾𝙺é𝙼𝙾𝙽 πš‚π™²π™°πšπ™»π™΄πšƒ.

π™΅πš›πš˜πš–:
𝙳𝙾𝙾𝙼 π™³π™°π™³π™³πšˆ π™³π™Έπ™Άπ™Έπšƒπ™°π™»
πšπ™΄πš‚π™΄π™°πšπ™²π™· πšƒπ™΄π™°π™Ό

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𝙡𝙴𝙱. 𝟸
π™Άπš•πšŠπšœπšπš˜πš , πš‚πšŒπš˜πšπš•πšŠπš—πš

𝙰 πš—πšŽπš  𝙿𝙾𝙺é𝙼𝙾𝙽 πšπšŠπš–πšŽ 𝚠𝚊𝚜
πšπš’πšœπšŒπš˜πšŸπšŽπš›πšŽπš πšπšŽπšŽπš™ πš’πš—
πšπš‘πšŽ πš–πš’πš—πš.

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𝙡𝙴𝙱. 𝟾

πš†πšŽ πšŒπš‘πš›πš’πšœπšπšŽπš—πšŽπš πšπš‘πšŽ πš—πšŽπš πš•πš’
πšπš’πšœπšŒπš˜πšŸπšŽπš›πšŽπš 𝙿𝙾𝙺é𝙼𝙾𝙽 πšπšŠπš–πšŽ,
π™°π™½π™Ύπšƒπ™·π™΄πš 𝙿𝙾𝙺é𝙼𝙾𝙽 𝙢𝙰𝙼𝙴.

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𝙡𝙴𝙱. 𝟷𝟸

π™°π™½π™Ύπšƒπ™·π™΄πš 𝙿𝙾𝙺é𝙼𝙾𝙽 𝙢𝙰𝙼𝙴 𝚐𝚊𝚟𝚎 πš‹πš’πš›πšπš‘.
πš†πšŽ πš—πšŠπš–πšŽπš πšπš‘πšŽ πš—πšŽπš  πšπšŠπš–πšŽ
π™°π™½π™Ύπšƒπ™·π™΄πš 𝙿𝙾𝙺é𝙼𝙾𝙽 𝙢𝙰𝙼𝙴 𝚝𝚘𝚘.

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𝙡𝙴𝙱. 𝟷𝟻

π™°π™½π™Ύπšƒπ™·π™΄πš 𝙿𝙾𝙺é𝙼𝙾𝙽 𝙢𝙰𝙼𝙴 πš’πšœ πšπšŠπš›
𝚝𝚘𝚘 πš™πš˜πš πšŽπš›πšπšžπš•. πš†πšŽ πš‘πšŠπšŸπšŽ πšπšŠπš’πš•πšŽπš
𝚝𝚘 πšŒπšžπš›πš‹ πš’πšπšœ πšŸπš’πšŒπš’πš˜πšžπšœ πš‹πšžπšπšœ
πšŠπš—πš πšŽπš›πš›πš˜πš›πšœ.

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#𝟷𝟢𝟢𝟿 π™°π™½π™Ύπšƒπ™·π™΄πš 𝙿𝙾𝙺é𝙼𝙾𝙽 𝙢𝙰𝙼𝙴
π™Όπ™΄π™Όπ™΄πšƒπ™Έπ™²
π™·πšƒ πŸΏπŸ·πŸΈπš™πš‘
πš†πšƒ πŸΈπŸΊπ™Όπ™±

π™Έπš 𝚠𝚊𝚜 πšŒπš›πšŽπšŠπšπšŽπš πš‹πš’ 𝚊 πšœπšŒπš’πšŽπš—πšπš’πšœπš
πšŠπšπšπšŽπš› πš’πšŽπšŠπš›πšœ 𝚘𝚏 πš‘πš˜πš›πš›πš’πšπš’πšŒ 𝚌𝚘𝚍𝚎
πšœπš™πš•πš’πšŒπš’πš—πš πšŠπš—πš πšœπš˜πšπšπš πšŠπš›πšŽ
πšŽπš—πšπš’πš—πšŽπšŽπš›πš’πš—πš πšŽπš‘πš™πšŽπš›πš’πš–πšŽπš—πšπšœ.

π™Έπšπšœ 𝙳𝙽𝙰 πš’πšœ πšŠπš•πš–πš˜πšœπš πšπš‘πšŽ
πšœπšŠπš–πšŽ 𝚊𝚜 𝙿𝙾𝙺é𝙼𝙾𝙽 πšπ™΄π™³'𝚜.
π™·πš˜πš πšŽπšŸπšŽπš›, πš’πšπšœ πšœπš’πš£πšŽ πšŠπš—πš
πšπš’πšœπš™πš˜πšœπš’πšπš’πš˜πš— πšŠπš›πšŽ
πšŸπšŠπšœπšπš•πš’ πšπš’πšπšπšŽπš›πšŽπš—πš.

Does this ever happen to you folks, you try out the hot new game advertising itself as a "boomer shooter", only to discover it's a zoomer shooter? it keeps happening to me

Rather than try to cobble together a timeline, it's best to think of each Zelda entry as the same legend told by different people who fill in the gaps with their interests and quirks. Wind Waker is the legend told by a sailor; Link Between Worlds is the legend told by a painter; Twilight Princess is the legend told by a pervert, etc.

This is the legend told by Bugs Bunny.

aging millenials have been engaged in a psy-op to put this thing in Top 10 lists for decades now

For forever sullying my beautiful metroids with grindy stat junk, aimless level design and bloated runtimes, Symphony of the Night earned the privilege of half of the genre's name

Ghost houses are a level design experiment to test what would happen if Super Mario sucked ass

In the not so distant future, we will date our years ASMB

a strange and compelling setting... but imagine if it was fun

every single complaint old CRPG grognards level at the Bethesda games can be found right here