67 Reviews liked by Monafied


When you really, really think about it, this is better than the sum of its part! I mean, it's some goofy nae nae golf game, but with the Kirby sauce! what ok so this game is kinda lit my brothers in christ, Kirby never misses an opportunity to suck EXCEPT he did, yup very sadge and all for the sake of violence, bumping into his foes like accidentally bumping into Senpai and sliding a date invite into the apology UwU enough of that just wanna say it's great how well the abilities fit into the mix. Despite Sakurai not working on this one, the abilities are still unbalanced! That U.F.O. Kirby said fuck off i'm headin out to do a side quest šŸ’€ I didn't realize I could drive him the first time. We got Air Ride at home gentlemen.

The last level is the easiest and you're just given a buffet of abilities, while you skillfully mash that button of mass destruction. We gettin a hole in one with this one and with this hole šŸ—£ļøšŸ—£ļø HAL said "Special Tee Shot who???" but I gotta say, we all wanted Kirby to become ąøæĢ¶ĶĢĢˆĢĢ”Ģ€ĢŽĢ‡ĢšĶƒĢ¾Ģ˜ĢŖĢ–Ķ‡Ģ¼ĶœĢ«Ķ‡Ģ£Ģ°ā‚³Ģ¶Ģ”ĢĶ Ķ˜Ģ¢Ģ˜ĢĢ§ĢŸĢ»ā± Ģ·Ģ…Ģ‡ĶƒĢĢĢ…ĶƒĢ®Ģ¼ā± ĢµĶ—Ķ’ĢƒĢ“ĶŠĶ Ķ—ĢŽĢŒĶ˜ĶˆĶ“Ģ¼Ķ•Ģ˜Ģ¦ĶĢ again, right? It can be a challenge in its own right to know where tf kinda direction Kirb is going in that 3D space. Where are we, some kind of Dream Course?? Well, the backgrounds do look pretty dreamy as always. Not too shabby, not too shabby... now draw Kirby naked in them! Oh, hold up.

Eight courses, eight levels in them, now that's a lot of holes šŸ˜³ notice how similar his story is to Sisyphus once you end up at the bottom of an hill? This game definitely has "ahah laugh at this user" moments like these, but it's definitely easy-going and casual. Whomstever worked on this shit your crunch work hours paid off!! I think it's funny when you use the "snail" technique and do snail pattern, that's the true "fuck it we ball" energy right there. Though once again, Dedede gets absolutely demolished in a spin-off. It took Avalanche for him to get serious'd!

A spin-off that, when you figure it out, runs like clockwork, but you don't have to figure it out! That's what all true warriors strive for. It even has multiplayer! I cannot criticize Dream's Course <--- just did

Ever play Metal slug and think to yourself "That was great and all but it really needs 100% more dolphin". Well boy do I have the game for you!

Evidently some former Metal Slug developers had the same thought when making this run and gun for Sammy Corporation in the early 2000s. Initially only released in arcades on Sammy's Atmoiswave arcade boards but later ported to Dreamcast by fans a few years ago to allow more people to experience it. Though adding in it's own unique ideas Dolphin Blue is such a close representation of Metal Slug you would think it was actually a spin off by SNK themselves. The military uniforms, guns and even the sound effects in places sound like they are just samples taken from it's influential forebear.

You get two characters to potentially play as, Erio an Arms Dealer and Anne a soldier. Regardless of who you play as in this adventure you will shoot through hordes of soldiers as they kidnap the Kingdom's Princess as the main premise. The most striking thing about Dolphin Blue are the visuals. It uses a mixture of chunky 3D backgrounds with 2D sprite characters and it's a gorgeous mix. Whilst the sprite work isn't the best I have seen of that era the colours and contrast with it's backgrounds make the game a real looker to play through. There is a lot going on at any one time with a lot of action and enemies on screen. A lot of the humour of the Metal Slug games is present such as scuba diver enemies suits inflating up when damaged and soldiers dangling precariously off of runaway trains in a very comic fashion. The levels themselves are pretty memorable with flooded mines, battleships, airships in a 1940's style diesel punk aesthetic.

There are only 5 levels but there only needs to be because this game is bloody hard. There are 3 types of gameplay in it's hour or so runtime though all three are run and gun type of foot, swimming or dolphin riding. Each have the same principle of shooting enemies, stabbing them if they get close whilst picking up some weapon power ups like Vulcans, missiles or firecracker grenades. These weapons have limited ammo and though frequent aren't always frequent enough and your base rifle can barely kill basic enemies but little else. Aside from that you also get a special attack that has a charge bar I was calling the RPG in my head (Rocket Porpoise Grenade) where your Dolphin flies forward doing a strong homing attack or on land you do a more powerful shot.

Now where the game gets hard is in both it's design and execution. On land your character feels stiff to control and shuffles rather than walks with no way to speed up. You can only shoot in 4 way directions despite some encounters clearly needing 8-way which I found extremely vexing often leaving me in no win unavoidable situations. The enemies will come in force from all angles leaving deaths often unavoidable and without the abilities to really deal with them except learning the game and the later levels are utterly brutal. The other modes are a lot more fluid for both underwater sections feeling more like a shoot 'em up and the dolphin Riding sequences which are a genuine blast to speed though. Even then though you can't fire backwards sometimes leaving you open to attack from the enemy encounters which was also a small annoyance. If it wasn't for the Dreamcast port I would never have beaten this as it has infinite continues and in places I just died endlessly.

I guess overall no matter how I look at it this is a good looking fun game that's a bit weird but there isn't a lot here that I don't think to myself Metal Slug already did and better. Certainly worth a playthrough for run and gun fans or people that like playing obscure retro games like me but it's not quite the hidden gem I was hoping.

+ Dolphins!
+ Great visual style and colours, striking looking game.
+ Dolphin riding!

- Too hard for me in the latter half.
- Stiff characters on land and no 8-way directional shooting. Really?

Resident Evil 7 is such a baffling game to me. It's a game that manages to be the best Resident Evil of the modern era in some respects while also the worst modern Resident Evil in others. Whenever I think about this game and its imperfections, I always find myself with a lot more to say about it than I think I did, so I decided to replay this game and it's DLC to finally be able to get it all out in words.

If you looked at just the gameplay and presentation of RE7 you would see nothing really wrong with this game. RE7 was the first RE game to shift to a first-person perspective and I think it works surprisingly well to the point that the third person perspective hardly feels like a series staple anymore. This first-person perspective also adds to the horror element of this game, which when paired with the setting adds up to make one of the scariest RE games I've played. The setting of the Bakers secluded and condemned Louisiana estate is a really good one, each area in the estate matches to one of the Baker family and they all have a different brand of horror to go with them, making each of these main sections feel unique and interesting. The puzzles, combat, and resource management gameplay are all really good here as well and what you'd expect from an RE game. The game is also just really good looking. The way the environments are crafted both visually and in terms of details just feels so real and that adds to the eeriness of the game as a whole.

So if the gameplay, setting, horror, and the presentation of the game are this good what's holding it back you may ask? Well, that'd be the story dear reader, the story is a fucking mess. To give it one thing, the basic plot setup and the way the game starts off. Ethan, being a normal guy who gets dragged into all the game's madness because he's looking for his wife is a good setup and the motivation for him to stay and try to save her is believable. It's in the unbelievablly stupid twists the game takes and the lackluster explanations of whats going on here that this game falters. This is where I get into spoiler territory so if you want to read on just press this link (https://pastebin.com/BhaFdRAE) and it'll take you into the rest of the story section.

The last thing I want to talk about is the DLC. I hadn't played the DLC prior to this playthrough, making it some of the only modern RE content I haven't touched yet and now that I've played it I can say it's alright. Starting off with the Banned Footage, which is where the main meat of this DLC comes from, I'd say this is pretty good. This shows the story of Clancy, another one of the Bakers victims that has to endure and survive their gauntlet of challenges. The Nightmare tape sees you surviving a hoard of nearly endless molded enemies as you try to survive until dawn in a sort of tower defense like mode, the Bedroom tape is an escape room of sorts where you have to use the items and clues available to you in the room all the while avoiding making a lot of noise to avoid attracting Margurite to the room and making sure to put everything back where you found it before she comes back each time otherwise she'll realise you're trying to escape, and the 21 tape sees you playing a few sadistic rounds of blackjack against another victim in Lucas' warehouse, the winner of which is allowed to go free and the loser of which is killed gruesomely. These are all pretty fun ideas that don't outstay their welcome for the most part and are neat little additions. The fourth Banned Footage tape works as a prolouge to the main story thatb shows us from Zoe's eyes the day that things went to shit, showing how Eveline corrupted the Bakers with her gift and how Zoe manages to escape meeting the same fate as the rest of her family, even if she can't leave the estate. There's also two other DLCs that serve as epilouges in "Not a Hero" and "End of Zoe", Not a Hero focuses on Chris Redfield going after Lucas Baker who turns out was much more evil than the game initially showed and is related to the Umbrella corporation, this mode is just a really short epilouge with basic RE gameplay that only really serves to tie the events of this game into the main RE story. End of Zoe focuses on Uncle Joe Baker finding Zoe in a crystalized state and searching for a cure for her all while a swampy version of Jack Baker follows him, the mode has you using Joe's bare fists and brute strength as weapons rather than guns and feels pretty fun and satisfying in that way, it's also nice to see Zoe's story get concluded so satisfyingly and brings closure to the events of the main game as a whole. Overall I'd say this DLC is mostly worth it, it's not a lot to write home about but it's something and if you get it on sale it'll provide you with a few more hours of entertainment if you liked the base game.

Despite its glaring story flaws that hold it back from greatness, Resident Evil 7 is still a really fun game and a good return to form as well as innovation for the RE series. The excellent gameplay, setting, and horror elements add up to what I believe to be the most genuinely scary Resident Evil
game and without it being made and returning the series to it's roots I probably wouldn't be such a big RE fan today.

Base MSQ: 10/10

Pacing issues aside, that last zone and the finale is something else. They'll never be another ending like it. An absolute rollercoaster. You'll cry, you'll laugh, you'll cheer. A final act for the ages as the curtain draws down on the play, as a certain character would put it.

A perfect conclusion to FFXIV's decade long story.

Oh we goin balls out with this one. This is ludicrously yakuzacore, it's just one of those games. If you boot up this entry with no prior context of its contents as I did, the first alarm set off is a missing core in the engine room. Where's Kiryu!! Well, he's doing what he ideally should, that is not getting lunch money by breaking noses in a land with free healthcare, but that was a good question raised tho.

Before we get to him, we have to explore the lives of more Kamurocho citizens appearing out of thin air. The first of those is Akiyama, he's that one uncle, it seems everything is wrong about him but factually there's actually nothing wrong he's just that G. The second is Saejima, I don't know why thugs even bother with this one, the third is Tanimura, the chinese government made him vanish for his controversial statements in 2010. These flawed men who can handle their liquor and cigs have their own story to tell, and stories told to, because this is where substories begin to have enough fuel in them to be enjoyable.

There's not a single good minigame shared globally, I make that distinction because I got Saejima to train a bum and it was fiiiiiye. That army guy's training was also fun. And that lady Tanimura is bruisin with after he said "donde esta el luego de la cagada" (his spanish sucks). Learning to fight is more enjoyable than actually fighting, that's not a foreign concept to the average behind the scenes fan, all catehories.

On another note, they did not miss with those final bosses. It felt so much like I was playing Yakuza 3's great combat again in an even smoother way. And yes, I beat the blowjob brothers AKA the Amon familia. First entry where I get to do so and boi did I die 15 times to the hammer guy and 0 times to the 2 others, i did lose like 3 times to Jo Mama but whateveeeeeer he had that hammer so it counts as a win for hammer guy. 7_7

Never have my primal urges to annihilate digital waterfowls been satiated on this level, nor do I think they ever will be again. That dog is an asshole though so it's not five stars.

easy contender for the best Kirby game and one of the best modern 3D platformers, everything here oozes quality and the transition from 2D to 3D was perfectly made.

the new movement and combat were great, the copy abilities are fewer in number compared to previous Kirby titles and they also have less movesets tied to them but they include just enough to make it work on the new 3D space, you can also upgrade those copy abilities to change their functionality a little bit. overall the combat has less going on compared to the previous game (Star Allies) but this is still an very competent 3D action game as a whole, the boss fights and combat arenas showcase that perfectly. the only thing that may be held it back for some players might be the difficutly, I pretty much blasted through the main levels without breaking a sweat, it definitely has some tricky spots especially if the side content is concerned though.

the presentation is pretty much flawless as usual, beautiful visuals and incredible soundtrack, one of the best if not the best on series's history.

the level-design in this is honestly impressive, every level is an blast, full of different ideas and creativity especially in regards to enviroments and the new Mouthful mechanic, I thought that this mechanic was just an simple gimmick that would get old the more you get through the game kinda like the Super Abilities from Return to Dream Land or the Hypernova from Triple Deluxe but I was very happy to be wrong, the ways they utilize the mechanic is fresh every time you use it, an incredible achievement in terms of game design.

overall an fantastic time, play this if you got the chance to do so, absolute must-play for platformer fans and Switch owners.

a game that i will always adore. it's impossible to divorce this game from how it made me feel playing it as a 5 year old, and any time i replay this game, that precious joy is evoked. level design peaked here with levels that end up being the perfect length so they don't overstay their welcome, and the variety of levels aids this game, despite what popular modern consensus says. i do share the sentiment that they could've likely cut off a jet ski and motorcycle level or two to make room for another platforming level, but my playthroughs of this game never leave me feeling unsatisfied. i especially love how time trials are handled here, as the changes in boxes and added element of time stopping radically change how you'd view a level compared to the initial run.

i dunno man! i just love this game. i love the level themes, i love the bosses, i love the music, i love the graphics. . . it's just one of my favorite games i've ever played. i have very little negative things to say about this game, and i can only say that there will always be a deep reservoir of love in my heart for this thing.

"Reggie give us Mother 3"
Everyone goes on about how this game has an amazing story, and it definitely does, but the gameplay should not be overlooked either. Once you get your full character party, they compliment each other so well that overcoming difficult fights is a matter of finding out the best strategy within your team rather than having to grind. Both the rolling health mechanics and the rhythm-timed attack systems are both fantastic additions; nothing is more satisfying than getting a heal off just before a character reaches zero health. Exploring the world is very simple, all you can really do is walk/run and talk to characters, but the world and people you find within are all unique I think that it makes up for it. The difficultly perfectly progresses as the story does, enemies stay tough throughout but you always feel like you are getting stronger too. Anyways, the story. While there are a lot of sad moments scattered throughout, I think it is equally endearing. The core members of the final party you end up with are all considered "flawed" when compared to other big RPGs, such as Lucas being considered a cry baby. These flaws are what make the characters unique, and are not just obstacles for them to overcome. In any other game, Lucas would become the strong stoic type at the end of the game but in this game he uses he strong emotional connections to his advantage and is ultimately why he is the hero.

played this in class one time and people kept drawing dicks so the teacher made us all sit in silence

Rich people's homes fucking suck

From the moment you start Yakuza 3, something is troubling. You likely follow suite to Kiwami 2, and now Kiryu controls like an RC Car and the game tries to retcon his closest companion. Is it over? No. All a facade. We're just getting started. Let's start with the less obvious first, I love the combat. It provides the perfect amount of challenge and really rewards the bold and the cunning. Enemies not being HP sponges would cement my love for it, but huh, whoops.

Okinawa is a great location so I would allot more time there if I could. But to my own surprise, I decided to not do the substories. Well, I did a few, but I was so enthralled by the story. Playing as the dad to my big ass family? Yes, waiter, bring me more of this. The yakuza side of things was more lowkey, toned down bullshit explosions in favor of politics, with stakes still high and, like Ryuji, a villain I want to stick around, but absolutely deserve punishment for their actions. There's one scene though, badass but definitely goofy, that definiely was a load of bull. Cried at the end I still did.

Kiwami 3 would go very hard with the treatment Majima got in Kiwami 2 given to the character that failed the vibe check and was sent to Ohio at the start. Trying to be vague here. Opportunity for RGG to try their hand at another non-japanese location. Yes I'm an hypocrite, Im always the first one to say I'm tired of games taking place in the USA. I've been baka may your fists mitai my face for your own gratification.

This review will mainly be evaluating Persona 3 Reload as a remake. I replayed and wrote a review on Persona 3 FES late last year, specifically so I could best compare it to Reload. If youā€™re interested in my thoughts on that version of the game, you can check out the review here. I do consider it to be a companion piece to this review, but it is rather long, and not at all required to understand my thoughts regarding Reload. This review also turned out to be rather lengthy, so donā€™t feel obligated to read both.

Persona 3 has always been a pretty contentious game amongst fans of the series. The story is generally well-loved, but almost everything regarding its gameplay and structure have always had a mixed reception. It doesnā€™t help that there are multiple versions of the game that have been released over the years, with content exclusive to each version, as well as their own pros and cons. Persona 3 FES was a second version of the game that released on the PlayStation 2, and included an additional campaign known as The Answer, which served as an epilogue to the original story. It also had several minor changes and additions to the original game, which was now referred to as The Journey. Then, there was Persona 3 Portable for the PlayStation Portable, which introduced its own unique additions, including a female protagonist that had exclusive new story content to her. However, to compensate for being on a platform with weaker hardware, many elements of the original game had to be changed or scaled back. Several 3D environments were removed, anime cutscenes were replaced with in-engine ones, and it lacked The Answer altogether. As such, there was no ā€œdefinitiveā€ version of Persona 3, one that included all of the content introduced in FES and Portable without any of the drawbacks of either version. This is what made the notion of a full-on modern day remake of Persona 3 an exciting prospect.

For better, and in some cases worse, Persona 3 Reload is an extremely faithful remake. It maintains the core structure of the original game, and it delights and surprises with its own excellent new additions and quality of life changes to the story, combat, Persona fusions, social links, and Tartarus. In other ways, it feels lacking in certain regards, specifically the presentation of certain areas in the game. It does incorporate various features that were introduced in both FES and Portable, but it currently doesnā€™t include the biggest draws of both titles: The Answer and the female protagonist. While The Answer will be an upcoming DLC release, the staff has sadly confirmed that FeMC will not be added. The lack of FeMC is a huge bummer, and making The Answer DLC when the game already costs $70 is not at all a good look. Though I have to admit: in all honesty, I canā€™t really see a world where something like The Answer isn't made into DLC in the current video game business landscape. Iā€™m not defending the decision to make The Answer DLC, it's just a sad fact of the industry. If The Answer being DLC and the absence of FeMC is enough to convince you that the game isnā€™t worth it, well, I think thatā€™s a reasonable position to have. Despite this, however, I do think that Reload still provides an excellent time thanks to those aforementioned additions and quality of life changes that genuinely enrich the original game.

The additions that were by far my absolute favorite were the ones that dealt with the story. The male party members did not have social links in the original game, so Reload introduces new ā€œLink Episodesā€, which function similarly to social links and give more insight into how the events of the story are affecting these characters. I think theyā€™re written excellently, and fit very naturally within the structure of the game and its narrative. Shinjiroā€™s in particular is especially moving given the context of his role in the story. You can also do activities with your party members when you return to the dorm in the evening, such as growing plants on the dormā€™s rooftop, studying together, watching TV, or making food in the kitchen. These hangouts feature special dialogue where you bond with your friends, and they also provide additional gameplay bonuses, such as increasing your social stats or providing exclusive recovery and support items. Persona 3 has one of my favorite video game casts of all time, and being able to spend more time with the cast like this was an absolute delight and very heartwarming.

The rest of the main story doesnā€™t really see much in terms of drastic changes. Everything unfolds the same way it does in the original. However, there is one change to the story that I am not a fan of. Yukari is noticeably a lot nicer and far less stand-offish compared to how she was portrayed in the original. They didnā€™t make any major changes to her lines as far as I could tell, but sheā€™s a lot less angry and aggressive in her delivery. When she chastises Junpei for example, she sounds disappointed and tired as opposed to irritated or annoyed. Iā€™m not sure if this is more in-line with what was intended by her creators or not, but Iā€™d be shocked if it was. I understand a lot of people have gripes with Yukariā€™s attitude in the original game, but I think thatā€™s missing the point. Yukari gradually overcoming her bitchiness, opening up, and becoming close friends with the people she had problems with was a big part of her development as a character, and I think that minimizing that aspect of her personality was a mistake.

Combat has been heavily modified. In response to the backlash of being unable to directly control party members in the PlayStation 2 versions of Persona 3, Persona 4 re-introduced the ability to do so, and Atlus have kept this option in all of the releases/revisions for every mainline game in the series ever since, including here in Reload. The tactics system has always been a controversial and heavily debated topic, with people constantly arguing over whether or not the system even worked properly. I discussed this in more detail in my review of FES, but to reiterate my opinion here: I thought that the tactics system in FES generally worked as intended outside of minor instances. I actually like the tactics system a lot, and I thought that it made the characters feel a bit more real. However, the security of being able to pick and choose which skills to use at any time was the reason why I never used the tactics system again since direct commands were introduced in Persona 4.

Long time Persona modder MeovvCAT has explained in a couple of Tweets that the tactics system was heavily gutted in Persona 4 and hasnā€™t functioned properly in pretty much any Persona game ever since. I think that is why thereā€™s an overall negative perception towards the tactics system. MeovvCAT has also mentioned here that problems with the tactics system have carried over to Reload as well, and while the vast majority of the people who play these games use direct commands, I donā€™t think that itā€™s too controversial to say that I think the tactics system should still be fixed, and the fact that it hasnā€™t in Reload after there have been problems with it for so many years is pretty disappointing. I do miss how the AI party members in FES felt like they had a sense of individuality, but I was still able to immensely enjoy combat in Reload with the direct commands regardless.

In comparison to FES, combat in Reload feels significantly easier. I typically play games on normal difficulty, but for Reload, I actually cranked it up to hard and was able to get through it just fine. It was still challenging at points, but I think playing through FES a few months ago actually prepared me very well for Reloadā€™s hard mode. The Shift mechanic, which is equivalent to the Baton Pass from Persona 5, goes a long way towards making fights easier. At the same time though, itā€™s really satisfying using this mechanic to keep the opponent from being able to do anything. What I feel is the most notable addition to combat are the new Therugy attacks. These are big cinematic special attacks that the cast can perform which are extremely strong, especially if the Therugy has an element the enemy is weak to, because it can knock the enemy down and leave them open for an All-Out Attack. They can trivialize bosses on normal, but I found that they were absolutely necessary against red Shadows and bosses on hard. Theyā€™re also beautifully animated and a great spectacle to watch.

Fusing Personas has largely been simplified. Youā€™re no longer capable of fusing more than two Personas at a time. You can now search to see what you can create with the Personas you currently have. There are still special Personas in the game like Thanatos that you can create by fusing a set of certain Personas together, and the game now tells you what Personas are needed to create these more powerful special Personas, and what level you need to be at before you can make them. Honestly, I canā€™t see these changes as anything but improvements. While it wasnā€™t too hard to get by with the original system, I think that these changes make it more encouraging and less of a headache to experiment with fusing. In FES, it felt like fusing specific Personas was impossible unless you had a guide handy because of the overwhelming amount of different types of combinations. In Reload, I felt a lot more encouraged to go out and make these special Personas in particular since now I know what to look for and when.

The only changes Social Links see are that theyā€™re fully voiced, and you can now complete female charactersā€™ Social Links without dating them. This was a very welcome change and Iā€™m glad they added it. The rest of the Social Links are pretty much the same, including the more infamous ones like Kenji and ā€œMayaā€. I feel like these probably couldā€™ve been changed, but it is what it is. Theyā€™re a product of their time, and you technically donā€™t have to do them.

Tartarus functions in much the same fashion, but itā€™s been given a much needed facelift. Each block of Tartarus now has its own small group of floor layouts, as opposed to FES, which felt like it used the same small number of layouts throughout the whole game. Tartarus has also been supplemented with a lot of new features and events that make the climb a lot less monotonous. Since this review is already as long as it is, Iā€™m not going to list them all, but these new events are introduced gradually as you make it higher and higher in Tartarus. I think spreading them out the way the game does goes a long way towards enriching Tartarus and making it feel a lot less repetitive. Itā€™s still not quite clear how much you should grind in Tartarus before you fight the boss at the end of the month, but you now have the option to go back to a specific date if you find yourself stuck.

While the game does mostly look great with its new combat animations and its tremendously sleek UI, the gameā€™s presentation is lacking in a few areas. The lighting in general looks very off, and this was a very common complaint amongst Reloadā€™s most vocal detractors. The game as a whole just looks very bright, and while I do agree that it doesnā€™t look especially good, you can simply turn the gameā€™s brightness down, which fixes the issue. Iā€™m not going to lie, I find this complaint to be very overblown. What I donā€™t think is overblown however, is how the game handles NPC crowds. I think that areas where there are a lot of NPCs like the school and Club Escapade donā€™t look good at all. The NPCs donā€™t have facial features and barely animate. It looks especially bad in Club Escapade where everyone just looks like theyā€™re frozen in time, barely moving or dancing at all. This is more of a minor complaint in the grand scheme of things, as there arenā€™t very many crowded areas in Persona 3, but I do think it is something worth acknowledging.

Iā€™m probably in the minority, but I never felt that Persona 3 really needed a full-on remake. FES used to be one of my favorite games of all time, despite being a little rough around the edges. The thing is, Reload manages to smooth most of those edges out. I donā€™t feel like Reload as a whole is significantly better than FES, but I really do love what it adds to supplement the original experience, especially the new story content. Reload manages to be a great new version of Persona 3 to enjoy. It does suck that The Answer is a DLC expansion and that FeMC won't be coming to the game at all, but Reload's own unique additions really made me happy, and I think this version has enough heart that it justifies its existence.

This review contains spoilers

This is easily the best game i've ever played.

Orpheus is meant to play sad songs forever but he pulls the troll move and makes Aigis do it instead. So much for protecting me forever man.

Fuck you Atlus. This game made me cry so much I felt sick. 11/10 mega ultra turbo peak. Im so glad its over so I can play it again straight away.

they should make an easier version of this game just for me and call it the samantha version so i can finally beat cosmic ocean thank you derek :)