Darkest Dungeon has a bit of a difficulty dilemma. The aesthetic is so soaked in dread and terror and tragedy that it obviously wouldn't make much sense if there wasn't a lot of dying. The issue is that it's so obsessed with reminding you just how punishing it is, to the point where you feel powerless to all of the terrible things that happen. Strong players refuse to go on weak missions, and you have no choice but to watch them deteriorate. No ending here is a good ending. God is hell. I think I like it, and I enjoy what it does with it's overbearing lovecraft world it drives you into, but at some point, the game your playing has to continue being good. There's just not that much it does beyond initial playtime. Very excited for the sequel, however

I think at it's core, Resident Evil should be a fun time. It usually is for me, and I think that there's an understanding of where certain aspects can lack while not taking away from the general entertainment the game brings. Co-op is obviously preferred, it's basically how it was designed, and I tell you what beating the shit out of these fuckers with a friend can be damn fun. Good battles with zombies especially in mid-game areas really felt good to play through, and the odd characters and goofy narrative really added a lot to this. Now I can't tell you about how this feels as a successor to RE4, a game I still haven't played, but I can tell you that this is just a good time. Nothing too much more. Also Mercenaries is just as fun

2018

You know what you're getting, right off the bat. Cult oldie shootin. Pixels and polygons, sharp corners and stairs that only sometimes work. Absurd weapons, fast movement, and dorky ass voice lines. I mean the blueprint was already laid out from the get go, but this breath of fresh air gave the culture something to really work with. Such fun maps and enemy designs, such great sound and music, it just all works being the stupid gory excessive mess that it is because it's all well thought out and engaging. Well, for the most part. That's the charm of the jank. While the movement and everything about the way the player moves is completely torn from older games, the world that's crafted around it really works well with that gameplay, in a way that's just really inspired and realized. It's damn fun, and it's basically just a cool Quake mod but like, who cares? If it ain't broke...

Hey look, another one of these. It's not too bad, especially the centerpiece of guitar hero battles with killer tracks filled with noise and stupid drums. It's extremely entertaining, and is essentially the kind of rhythm based action I would want from a game, with more polish than anything geometry dash has ever had. This big core of the game makes it all entertaining, even when wading through waves of pseudo-philosophy and quirky absurdist dialogue. Character designs feel like AI generated DeviantArt OCs, but the charm shines through, especially with great animations and sprites. Just simply not long enough, and not serious enough for me to try and take the narrative aspects of the game too seriously, or with much thought, and it leaves me hungry. Mostly confused, but considering the whole game's aesthetic feels like looking through a kaleidoscope, that's probably intended. Doesn't seem much different from the rest, but it stands out by actually being good. Well done

Damn I mean what a solid experience. I had a lot of fun with this cryptic story and the insanely well put together art direction. The combat is so fuckin satisfying, although it does get pretty tiring in the DLCs. Doesn't stop it from being so fuckin fun to just launch shit everywhere. It's not something I can take too seriously and the game knows that, and has a lot of cute funny stuff for players that are willing to pay attention and explore, and it's just a very positive experience all the way through. It wasn't groundbreaking or impactful, but it didn't need to be, it was just fuckin solid.

This dry and overgrown shell of a kingdom that you slash through is so unbelievably fascinating from every corner. The world truly is your oyster if you are able to claim it as your own. This world has bite, too. I'm sure I'm not the first to say that the way the difficulty scales and changes is some of the best and smoothest I've ever experienced. So well done, and so many well kept secrets throughout that made it fun to poke around even after beating it twice. This is like, what LOTR did for movies, this did for games, where they set the precedent that everyone then tried to shittily copy. This is the good shit y'all. It doesn't get better than this. This is what makes dreams.

This succeeds at being a cute lil romp with some fun mechanics and some easy to digest gameplay. It's also very cool to play after knowing what happens in Editch Finch, because there are some cute little connections! It's nothing special, but it's nice!

I feel like Ace Attorney games all have the same positives in that it's just an addictive and very engaging formula. It's really just the perfect VN recipe, and that doesn't change here. But, with the new setting and new mechanics, it takes so long to actually ramp up to something and go places, and even when it does go places, it usually spends way too much time there anyways. This sets up good groundwork for the sequel though, which I've heard is miles better, so I'm fairly hopeful, but this is definitely the hardest I've tried to complete one of these before. Sherlock is perfect though, I need there to be more of him.

How the fuck did they do this. Seriously what the fuck. This is some of the best writing I have ever had the pleasure of reading, and all of the techincal aspects of the art, design, development, UI, sound, it just all meshes together so well, it's so unified. Like it's genuinely pissing me off how well of a game was made considering scope and team size. I wasn't even mad if I softlocked because there's just so many entertaining ways to go about things in this game. Pure entertainment through the entire spectrum, fucking love this.

A streamlined and sleek introduction to assembly code disguised as a puzzle game carries out what it sets to do. Which is uh, that. Not much else but that's ok! It's funny, challenging but good at introducing new concepts. It's also not afraid to tell when when stuff gets stupid hard because lets be real coding is stupid hard. But by extension it's kinda alienating. I think when you are making a game that covers a niche as slim as this, it can be difficult to get it accessibly to as many people as possible. It seems like they did what they could in that regard, and then focused on making it an entertaining product as well. It succeeds in both, and while I still prefer other Tomorrow Corp games this is by no means a dud in their catalog. Fun stuff!

I recently beat all the Rebirth endings (finally lmao), and with having all of the DLC, this is one of the most replayable games I've ever had the pleasure of coming back to every day. There's just something so fun about how chaotic the RNG can be, and how everything ties in to the narrative, and the vibes are simply immaculate. I know this games been out for eight years just about but I swear with the Repentance DLC this has just breathed a new life into it. What a treat it is to play this game for way too long.

See I told y'all it would lead up to something great. This one really pulled out all of the stops narratively, I seriously could not predict what was going to happen, especially on that last case. Which honestly I felt like was it's downfall sometimes, but whatever I'm getting picky this kicks ASS! I love the new music additions, the new characters and settings, the cases are superb, and it's just such a blast. It has it's flaws that somewhat carry over from the first game but it doesn't take away from the experience nearly as much, and this is finally another amazing AA game that fans can (and have been) drooling over. Fuuuck I wish there was more, this Meiji period universe is so sick for this series and I want more so bad

It's always such a delight to see something so simple be so well executed. From the art to the sound design and the gameplay, the polish here is so glossy and nice and it's such a fun concept to have a gravity platformer like this one. Definitely a standout from all of the pixel-indie stuff you gotta swim through.

While the QOL is a vast improvement over the first game, and the art is noticeably more appetizing, I just have absolutely no interest in making my own restaurant whatsoever because of how hard it is to make money for it. You gotta put in a LOT of time for that, and working at the same restaurants with similar foods can get pretty tiring.

That being said, I STILL LOVE THIS GAMEPLAY LOOP TO DEATH and the way it's designed is just so nice. Holding Stations are able to make the game a lot more stressful while still manageable, so it's a great time if you like Cooking Sims that have a bit more of an action pacing.

The future replaced by the past, making way for that feeling of déjà vu you just can't shake. Are you sure you haven't been here before? Haven't you met this person before, or did you just know someone that reminds you of them? Answers only lead to more questions, and soon the questions start to become familiar again. Time passes, until it doesn't. It's different until it's the same. Nothing is able to change that, you've never heard of the people who have for a reason. An improvement upon the original in many facets, and just as consistent in those I remember most. I missed you, quirky janky movement. A breath of fresh air to reignite my excitement for these developers after Afterparty.