58 Reviews liked by NicCag


Thatgamecompany's three game deal with PlayStation gave them room to develop the three games that put them on the map; namely Flow, Flower, and Journey. A kind of unsung deal that ended up being incredibly fruitful and helped guide the winds across the industry for the following decade and beyond. Without Flow, we wouldn't have Flower - and without the lessons learned from Flower, we wouldn't have the absolute avalanche of games that almost dogmatically follow Journey's schema.

Flow is kind of interesting in that it started as a student project that birthed a Flash browser game, of which was somehow successful enough to catch the eye of Sony. It's all simple stuff, the title and core design philosophy is a fairly convincing play on the book ‘Flow: The Psychology of Optimal Experience’, of which theorises that a degree of flow can be fostered in an environment that allows a person a subtle control of the difficulty of an activity - suggesting tools to keep a task from becoming so easy they get bored, or so hard they get stressed. The game kind of does that I guess (overabundance of food/health + everpresent ability to quickly progress) but I tend to think of that on more arcadey shmup terms lol. Flow's PS3 version is more or less the same as the browser game, albeit with some of the production values that really sold the floaty underwater effect under the then-exciting 1080p resolution. Even as a kid, I recall being unenthused about it, I thought it was a nice Um Bongo comedown if anything.

Ultimately TGC by this point had their foot in the door, and were able to get to work on their next game, an entirely new project based on nothing they've made prior. Flower does have that "we're here, so let's have a nice time" vibe. The developers talk in their commentary packaged in the Journey Collection about how they were struggling to make the gameplay any fun, burning through prototypes with enemies, hazards, rain, combos and growing mechanics. Ultimately they settled on a gameplay loop that is very passive, practically sidestepping the responsive difficulty framework of Flow and veering into a sort of soft rhythm game about spreading influence across a landscape without any. The responsive music system in place is an incredibly subtle one, but a bit of a stroke of genius that really sells the emotion in the winds - activating a flower communicates with the background track and informs which chord is to be played, creating something of a melodic riff when you brush over a line of bulbs. The levels do a good job at embodying their flower’s unique desires for life, colour, wind, light etc. thru their gameplay - and the journey is punctuated with imo wonderful visuals and music. Each stage has such a strong identity to them, emboldened by their stark colour schemes and ever-changing instrumentation. I’m incredibly fond of the strong fisheye lens on the player’s perspective, artistically framing sequences to lovely effect, and also allowing the bustling grassy fields to feel all-encompassing. That final act still gets me.

Flower is all very quaint now, I do get that - I have a lot of residual respect for this game from playing it at release, when you couldn’t just get grass like this into your game with a free engine plugin. Doesn’t feel like it in current year, but it was a bit of a trailblazer, and true enough to Journey, is imo up there with the best in class. Not a game for everyone, but a game for sensitive thugs who need hugs. Ultimately I feel a lil mournful about the fact that Sony is so farcking disinterested in drumming deals like this any more - extending their paws to up-and-coming studios with a bee in their bonnet, giving them a chance to spin themselves into madness and create something industry defining. Support artists folks!!!!

gaslighting's everest. megafreaks convincing me this was the series peak had me telling everyone I knew how bad mega man sucked for two decades. I've already done more damage to the mega man brand than inafune ever could, and I was primed to do even more before I tried some of the other ones

sure, the robot master stages are mostly solid, but you'd need the most hexed, jinxed, and cursed grey matter on the planet to convince yourself normal people want to experience wily's castle in any capacity. the creases in your brain need to have been carved by unnaturally odious forces to sit there recommending this with a grin on your face while knowing sniper armours exist

boobeam comes up in conversation and MM2 guys go silent at the dinner table, start pushing their peas around the plate, and ask to be excused

if you love it so much then why don't you marry it

Transcendent core gameplay, mediocre 7th-gen jank everything else.

tracking down every last copy of this fuckass game and destroying it

This review was written before the game released

this must be what it feels like to be a comic book fan when they, iunno, make thor gay or some shit

Soul Hackers 2 is like the Kingdom of the Crystal Skull of Megaten. I don't think I've fully processed that it exists, even like a year and a half after finishing it. I think of this game often. It just confuses me - it's like the ultimate monkey's paw. They made a sequel to a 1997 Sega Saturn game that offers basically nothing to someone who loved the original, aside from some terminology carried over.

This game is fine - and I think that's what makes me so bitter towards it. They specifically selected one of the most unique, rough around the edges Megami Tensei games and sanded all of the interesting features down into something more digestable for general audiences. Things like demon loyalty and zoma fusions had so much more potential, but instead of exploring that they were just stripped and replaced with a combat system reminiscent of modern Persona. Dungeon design is repetitive, as is the music. They added in a pointless mascot character, there's nostalgia baiting content locked behind a paywall, and even the game's special Jack Frost variant was only obtainable by pre-ordering.

So many things about this game just reek of marketability and someone in a suit making the decisions, which is pretty funny considering it spends time critiquing capitalism and exploiting nostalgia.

Ringo is a very cool character. There are some standout tracks in the OST too. It's just not enough to justify the rest of the game for me. Some people see that this game is functional and has characters and argue its reception was unfair. I also knew people who saw Crystal Skull as their first Indiana Jones movie who said the same thing.

shin megami tensei: devil summoner - soul hackers dares to ask: what if your discord girlfriend was real

People will be like "Yeah, a lot of dungeons are unnecessarily tedious to navigate, almost every enemy group after a certain point has an instakill, an annoying status ailment, or both, and get permanetly locked out of one of your party members' best spells if you don't call a woman sexy in a dialogue choice that you wouldn't think was significant without knowing in advance but the vibes are cool so it's a good ass game"
I'm people

Great stages, amazing roster, good visuals, great music, fun gameplay with nice depth and campaign with minigames means you will have a lot to do. One of the best mario sports games ever.

You'd think after 17 years it would start to feel dated and be seen at most as the progenitor of the PC indie scene, but it's genuinely still as wonderful to play, look at and listen to as ever.
Look up an endings guide.

This game is where neighborhood grudges were made and settled. Surely Satan himself created the DS Download Play deathmatch mode, it's the only explanation for the sheer hatred this game festered. Fake truces, cheesy bullshit tactics, looking at other people's screens - literally nothing was off the table. They should have given this an M rating because we treated it like a blood sport

Turok 3 traumatized me as a kid. Joshua Fireseed was my hero and role model, and I had spent hours messing around with the other two games. When I turned this shit on and he died in the fucking intro I think a part of my innocence died too, I was like 8 years old. Why would they do it?

I played this for the first time around a year ago during the final days of a period where I was intensely overworked for weeks straight. I had entered into some kind of sleep deprived rhythm, every day doing the exact same thing. One night I had a couple of hours of free time, saw Hotline Miami on sale for 99 cents, and four hours later I was a different person. There aren't even words that would explain how playing this felt after looking at spreadsheets for so long

dmc is shit compared to this matserpeice