69 reviews liked by OfficialDanMay


For someone who grew up on Mario, it sure does take me forever to beat his games.

I beat Super Mario World in 2005 after first playing it in the early 90s.

I beat Mario 3 in 2009.

I beat Mario Galaxy in 2012.

I beat Mario 64 in 2013.

I still haven't finished Sunshine.

And I finally beat Super Mario Bros. today with no warps. It was surreal seeing some of these levels for the first time. If you had shown me the black-and-white World 6-3 before today, I would have thought it was a ROMhack. So after nearly 30 years of playing around with this game but never actually beating it, I've got the following takes:

- The controls haven't aged well! The game is a brutal mess in terms of handling, every level may as well be an ice level with how slippery things are.

- The levels are WAY shorter than I had previously realized.

- I had always died way too much due to chasing coins. Since it takes 99 of them to cancel out a single death, it's much better to play it safe and ignore coins for the most part.

- Pausing every once in a while instead of sprinting non-stop can drastically increase your chances of making it to the end.

Ultimately, this game is the poster child for the "Influence vs. Enjoyability" debate. If you've seen a few "Greatest Games of All Time" lists, you'll know how many of them feature SMB or Tetris at the top due to their legacy. Only an ignoramus would claim that Super Mario Bros. didn't change the gaming landscape, the effect it had can't be understated. But it is CLEARLY a 37-year-old game. It's not the best game of all time, simply because thousands of games have built on the groundwork it laid and have become bigger and better in countless ways. So if the title of "Greatest" is determined by how it changed the world, sure. Put this on top. But let's not pretend that every Mario game that came after it (not to mention loads of other platformers) wasn't an improvement.

While technically a full complete standalone game, Pre-Sequel feels as tho it is simply a substantial extension of Borderlands 2 - and this massive DLC-like dynamic might explain why it feels just as janky and buggy as some of the DLCs do. The fact that this game serves mostly as fanservice for Handsome Jack makes it hard to care too much about its issues (tho maybe Gearbox took the wrong lessons from this)

Personally speaking, I was ready for more diversity in environments, and Elpis provides an excellent change in color palette; neon purples and blues and aquamarines. More time spent in space-age structures, lunar stations, energy refineries. Its a great vacation from Pandora, but I also feel like Pre-Sequel starts to pull the series out of orbit with too much focus on exposition, setting the series up to take itself too seriously. (The Handsome Jack stuff does whip ass tho)

This review contains spoilers

I debated posting something as personal and sentimental as this for a long time, but as someone who has lost a child this game hits me so unbelievably hard. In my time of severe grief and depression this game felt like a message from my son from beyond the grave thanking me for being his dad and ensuring me that his life had meaning and encouraged me to make sure I valued the life I still had. This piece of true art, along with outer wilds, have helped me more than words can describe. Miss you buddy.

Let me tell you about a fly I once nicknamed Buzz. Two flies, as a matter of fact, because I couldn't tell them apart. Here I am, lying down on the couch of a moving RV. The thing's definitely a bit of an old spirit: the seatbelts tucked beneath, which I've chosen to neglect, are what you find on school buses across America. Old-fashioned, down to the way the logo on the buckle has been scratched off and spat on time over time. Now, if you lie down above the drivers, you get a glimpse of the world as it passes you by: gravestones in the middle of who knows, rocky nowheres, and once the West Coast has flown past you, great American dustbowls punctuated only by the wind passing through the small screen in front of you and the car radio down below. But, of course, you don't get that on the couch. For the price of comfort, I would argue, you get the ceiling. Only if you lean forward in a way you're really not supposed to does the world reveal itself in broader strokes. The problem with the ceiling is that it can't compete with your phone, and the problem with your phone is that there's only a finite amount of social media you can scroll through and music you can listen to before all of your senses go numb. In come two flies, almost innocuous in their immediate presence, willed into existence somewhere in a parking lot we stopped at, never at ease with themselves. I struggle to come up with ways you could keep a house fly as a pet since it'd always find holes in the cage you put it in. But more damning than that, you can't have more than one of them. You can have two black cats but never two flies. At which point does the second fly steal the name of the first? At any point in time you decide to notice them.

I left that trip short of the two flies I had acquainted myself with while staring at the ceiling. Not pets, not nuisances, just things that were there and made me feel... I don't know, relieved?

I don't see how the average experience of going to feed the ducks in your local park is all too different. There are more of them, they're larger, much slower, and less malicious in intent. But the reality is that you always leave the park having acknowledged the adorable creatures beneath you as little more than a temporary relief from day-to-day ennui and stress.

Plastic ducks don't fare the same way. They're a good middleground between flies and ducks: they're small and, in many cases, indistinct enough for you to impose your imagination on something that is decidedly real, and yet they float. They're slow and graceful, and best of all, they stick around. Down to the aggressively yellow color they sport, there's an undeniably charming sense of artifice to them that, expressions be damned, brings a smile to my face.

Placid Plastic Duck Simulator sits at ease in that artificial middleground as a piece of digital artwork, calm with the fact that you cannot feed its ducks more than your own politics and personality if you so choose. What going digital with this experience means is that the well-worn rules of what is both natural and artificial are discarded entirely. Through the use of save games, your ducks are as they were, rather than a natural byproduct of the environment they're in. No longer do two or three Buzzs' pass you by in the span of an afternoon.

But then, what do you achieve when you can no longer let go? What is the value of holding dearly onto something so obviously impersonal? What do you gain from it?

Quack.

Abzu

2016

Truly gorgeous with some impressive tech on display, but I can't help but feel it's a less interesting experience than its progenitor.
Part of why I enjoyed Journey so much was due to how you progressively acquire ever stronger flight capabilities. Here you're just kinda stuck with the languid swimming for the entire runtime. I'd have much rather had Ecco in 3D rather than a 6DOF walking-sim. However if you did enjoy Journey you'll likely appreciate this outing as well.

The Devil May Cry format, set up as a rhythm game - and while its not uncommon for the game to fail you for QTEs, the real magic lies in how Hi Fi ties every aspect of the game to the beat. Encouraging (instead of strictly requiring) rhythm promotes a groove within players, a sense that with every action they take they are jamming along with the game - achieving a potent and unbelievably addictive sense of flow when synchronized.

Frankly, I think Hi Fi’s aesthetic would otherwise be a liability for me. Garish color palettes, generic and undiverse enemy design, even the music selection is not my favorite. The supreme, engrossing nature of the combat puts me on a wavelength that elevates every other aspect of the game, I can forgive significant holes in the character writing because I am actually, literally vibing. Any mission thats mostly a gauntlet of enemies is a great time - the opposite of how I usually feel about the genre.

It starts with a janitor.

You're tasked with trailing him to his house in your car for a uniform. All you have to do is wait and, when the time is right, have a polite conversation with him.

So, anyway, I put a bomb on his door and blew him up the second he walked over to it. I punched him, tased him, shot him, poured gasoline on his brand-new car, and rammed his brand-new car with my stolen one. When I was supposed to park my car around the corner, I made the side of his car my parking lot. All of this "spooked" him, but never once did he die.

Like Classic Rock, Open World is an umbrella term. You have your Checklist Open Worlds, Zelda Open Worlds, Open Worlds that play like STALKER, Open Worlds by Bethesda, and so on. And then you have Rockstar games. The selling point is detail: in Fallout 3, technical limitations mean that every time you see a train running, what you're experiencing is an unnamed citizen with a train hat on, literally running. With Rockstar, the nails in the train tracks around the world are dynamically hammered in by unnamed NPCs that you can talk to. Cars turn realistically in Grand Theft Auto IV, and your average fast-travel system is replaced with a network of trains that you can interact with unscripted. Viewed separately from the content in them, they're masters in their field.

Ultimately, it all comes back to that janitor in the end. I've ruminated on it before, but a lot of what I find to be funny about that scene, in particular, is an imbalance between content and context. It's funny to keep failing specifically because the game asks you not to but puts in no safeguards to keep you from using its more emergent systems against itself. The issue Grand Theft Auto V has is that its caricatures only accelerate this imbalance. If the entire experience is supposed to be stupid, head empty, dumb fun, why play the rules at all?

In Red Dead Redemption II, I occasionally did the same thing. The game was linear, and I was bored, so I gave myself something to laugh at. But more of my time was spent in a modded version of the photo mode, where landmarks as simple and small as hills became vital storytelling tools for my version of Arthur Morgan. Abandoned wagons spoke to a quiet feeling of loss as fog enveloped the greenery. As nature took its course, I felt my figure shrink until it folded into the shadowy figure of the mountains behind me. It could only last for so long—but at least I was there for the trip. Farewell.

There's an inherent sense of melancholy in Red Dead Redemption II's world that I've seldom felt in the games I've played—much less from the Houser brothers and their culture of debauchery. To their credit, much of that comes from the narrative and characters. But beyond anything they had more than a minor role in, it's due to sunsets, fog, red dirt, and dry sand more than anything else. Red Dead Redemption II made me understand the cliche of riding into the sunset beyond a bus I took in high school one time, and it made me want to keep riding through the dark.

Another returning issue from other Rockstar games is as follows: movement still feels janky. I don't find it surprising at all that legendary filmmaker John Carpenter, fan of Sonic Unleashed and Halo Infinite, couldn't bring himself to finish this game. First-person mode here is a continent and two miles above what they half-assed into Grand Theft Auto V for the PlayStation 4 and Xbox One ports, and thus it's the way I recommend playing this. But eventually, you have to get on a horse, and there's no perspective you can control that in where it always feels as intuitive as you want it to be. Crucially, while running around, it was very easy to me to tackle someone accidentally in a public space. I am grateful that the police system in this is more lenient than what's currently in Cyberpunk 2077, because I would have quit otherwise. But it's not perfect, either. You can always pay off your bounties, meaning that while the ride to a nearby post office can be tense, it occasionally feels like there are no meaningful repercussions for aberrant behavior. Combat in Red Dead Redemption II feels better than anything else Rockstar has ever done; using the revolver actually gives you a reason to hip-fire instead of aiming at everything, and it feels glorious. But it's impossible to ignore that a lot of betrays the narrative cohesion found in the cinematics. Given how much of a vibe this game can be, it's a total shame that it falls victim to the Rockstar trope of every mission being either a Shootout Mission, Chase Mission, or Inconvenient Mission that Secretly Becomes a Shootout at the Last Second. As much fun as I had using the shotguns in this game, at some point, I was just kind of over it, and while that's not a feeling that stuck for very long, it never truly went away.

I loved Arthur Morgan, and I loved having him wear a brown coat and have long hair because those are the things that make me feel effeminate and manly at the same time. I loved naming my horse after a television reference because I had one of the final knife twists spoiled for me in advance, and also because it was a cute name for my horse. I liked both Epilogue parts, and I can understand the excuses someone might make for Guarma.

Easily Rockstar's best, I can't wait to see how they fuck up their next game.

Me and my friends loved the 4 hour cut scene story -_- ... For real the game is a lot of fun and feels very rewarding. The burst, roman cancel and counter mechanics keep each fight unique and adds hella replay value. P.s i don't own Bridget :)

yea it's exactly what you thought/wanted it to be and it fucking rocks! it is unapologetically jet set radio, borderline fan game level similar at points. it is so clearly a love letter to jet set radio and jet set future in every aspect! art style, music style, general gameplay, even some level design and animations are almost 1 to 1 from those games! i can see this being an issue for some one and wanting a bit more of its own identity, and if they do make another one i think i'd like it to get a bit more of its own voice but i think as a love letter to games that haven't been around for so long makes it just really fun and sweet to experience as a fan of those games.

the game looks AMAZING, absolutely nails the style and is just a joy to look at. the shots of the map whenever you got to a new area was always exciting and looked so good. the animations are smooth, the graffiti is beautiful (i'd say personally i liked it more than jet set radio's graffiti) and the overall package is almost entirely perfect. the only presentation aspect i'd say is a bit of a let down is the cutscenes. no voice acting and the faces having 1 emotion that doesn't change whatsoever is pretty silly. i realize that's how it was in jet set radio for the most part but i feel like that was an evolution that no one would have minded and similar to the new lego star wars game, could just be a toggle in the options.

the soundtrack is something everyone was looking forward to and hyping up immensly and it absolutely delivers! so many hits and every track fits the vibe so perfectly. i think the obvious excitment came from hideki naganuma being apart of this game, and those songs do rock but man the entire soundtrack is just so great! i was gonna list off a few of my favorite tracks but genuinely i just loved way too much of it to do that LOL.

gameplay is really great! a clear improvement controls wise to jet set radio and future, everything feels so smooth and great and the boost pack was a wonderful idea. the level design was phenomenal and each area was a joy to explore. genuinely no low points, but just the whole aesthetic and vibe of millenium mall was my favorite probably. i wish the crew battles had a bit more challenge to them, but they were still fun utilizing the level design to get as high a score as possible but i was winning by 100s of thousands of points with ease on my first try on every battle. honestly the biggest excitement from finishing each area was the really sick linear dream sequences after each crew battle. those were always visually a blast and really fun to run through! my only complaint is that i did wish the various forms of traversal felt a bit different. the animations are unique for the skateboard, bmx bike, and rollerblades but generally they all feel borderline identical at a base level which was a bit of a bummer. i realize they can't be TOO different so each item could do every task but i still feel there could be a bit more variance. i also wish you could just insta swap to them with some sort of vehicle wheel or something but that's not as big a deal. overall it felt amazing, was super smooth, and it was exhilirating to keep a combo running.

all in all this is game has no real surprises, if you had been following it for as long as most people here i assume have you know what you're getting into and it'll deliver that with ease. i hope they make more of these cause they're a blast! i'd hope there was a bit more evolution in a theoretical sequel but for what this game set out to do it nails it 100%.

that's not fucking fair mannnnnnnnnnnn........ fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuck okay ive tied up all the loose ends, seen the conclusions to some of the social links i didnt finish in time.. and i fully beat the game and started a Little of the new game plus for the first time ever...

I THINK i can type my thoughts in good conscience now

warning this review in particular in your eyes will have me getting sappy and sentimental, but ive never played this game before:

This was the first persona game i had ever even Seen or heard about. When I was a kid watching mat and pat from two best friends play this, i retained almost Nothing about it aside from the two being at each other's throats and Mat may or may not actually deleting Pat's 300 plus hour save file
In sophomore year of highschool i had a really good friend that'd show me the openings for both persona 4 golden and persona 3 portable alike, this was almost comically insane timing because it wasnt often id even have the opportunity to get a new game.. hell i didnt even have a ps4 still, my crappy laptop, wii u and my 3ds for the bulk of the 2010s were what i relied on for video games. It was about 2017 when Persona 5 dropped, and Id actually be able to TRY one of these.. id get it for ps3(while just the Existence of this version of this game being released for such an old console was laughed at.. to Me it was another very lucky moment)
and id love it, id be talking about it so often.. and then thatd kinda just! be it! for a bit atleast
id listen to the music when i was alone, id listen to the other games ost's
it was far from my first JRPG but it felt like a lightning in a bottle moment because id never touched anything SMT before and id hold these thoughts and memories and theyd peter(heheh) out as time marched... i wound up playing persona 1 and having my fun trolling my friends into thinking that id play 3 or 4 next, and i enjoyed my time with that too but in a Different way.
It's been 7 years since i played persona 5
and since then i think i can totally call myself an "smt Fan" instead of just someone with passing interest, ive played about 10 games now at this point and im levelling with you..

I think Persona 4 has the worst gameplay of these 'modern era' type persona games,

No, really!
I think this Process of going through persona 4 dungeons sucks! There's some exceptions here though... the GaMEr dungeon is neat.. the laboratory one.. the two before the endgame one that i wont say the names of..
but in general I think while the aesthetics are a step above persona 3's tartarus blocks... i do wish they took more advantage of sending you back to previous floors or even having mid bosses thatre more interesting, some of them are so utterly stupidly hamfisted in one way or another that just makes them not stand out to me AT ALL compared to persona 3 mid bosses
The closest thing to a smooth dancer or sleepy table moment was the big fuck you jarhead mech asshole that has an ungodly amount of defense
But even in spite of this there's so much variety that goes in with your party and having party members remember shit from doing side activities.. ultimate personas getting a THIRD tier.. its incredible
HAFHAHF INFACT LIKE EVEN THE MOMENTS WHERE A BENCHED PARTY MEMBER CAN JUMP IN AND DO A FUNNY ATTACK ON THE ENEMY WITH THEIR MOTORCYCLES, THE TEAM ATTACKS THAT CAN SOMETIMES JUST H A P P E N, ALL THAT I love that
I love how involved everyone is to the point of even showing up in some random blocks of the dungeons just for idle interactions, persona 3 had some moments like this too! but nowhere Near at this extent even in FES
And thats really why this whole game works for me in general

Yeah you could say the plot technically doesnt kick into gear until the latter quarter of the game, yes there's absolutely disgusting momentary segments of for lack of a better term

'atlus moments' where theres punching down at being queer or even having whole actual just predator/pedo characters in this shit while at the same time having arguably the fruitiest fucking cast in this entire series with yosuke, naoto, kanji and even teddie and the others getting glimmering moments of acceptance and self affirming perspective about them. This is where the game comes into a sort of cognitive dissonance that makes it so conflicting to talk about and I think to wrap my head around in general while playing and even after playing ....
This game WAS written in the 00s after all, and the bulk of the cast that this game centers on.. are kids! freshmen and sophomores just trying to do the right thing out here and it shows. Yosuke MAY be goonerer supreme in some moments of the narrative, and then be one of the most realistic characters in self doubt and isolation and wanting to Be something and have a grip on who he is.. in his social link!.. but bits of that Do trickle into the narrative too.. so you have this guy thats just so gross but it gets brushed off so quick as if the game itself knows its just a stupid silly thing that he had bought girls swimsuits in advance for his friends in a creepy manner...?????????

Yea
This game has some moments like that. and I never like it but I think it speaks volumes on it all when there can be fuckshit in this game and I primarily remember and Felt at the forefront what was going on when it mattered.
Shopping for groceries, getting drivers licenses for the motorcycles, the silly shit at the beach, the camping, the ski trip, going to the movies, yosuke needing help at junes', the fuckup with halloweeennn all of it.. i loved All of that more than the actual boss fights, more than the personas more than any of that more than anything that shit stuck with me

ESPECIALLY when it came down to Nanako and Dojima whichre two of my favorite characters in this franchise now too because in some ways I think it feels like somewhat of a peek into what itd be like if i could be there for a little version of myself going through shit alone with her dad when her mom's passed, what itd be like if there was someone to make things right and close the rift between my dad and i instead of it rolling harder and harder in contempt for one another. This is a lot of projecting im aware, but honestly this is the meat of why this game is even a 4/5 at All because if none of this landed to me, idve probably gave this game a 3/5 at most.
Which still isnt bad, but there's so much here that i think is Objectively hampering whats going on.. but theres so much soul fighting through to the point where itd feel like i was Lying through my teeth telling you this game as a whole sucks
because i loved it so much
I didnt wanna say I did
because everybody and their fuckin mama's goldfish meatsuckle this shit to hell and back
and i think i was afraid of being biased like that too
I even had some contempt for how id been spoiled on this years ago on instagram... but Im so glad i didnt play this as a teenager because it felt like the most brisk wave of nostalgia i didnt think a game i never played could ever give me.. a piece of media ive never experienced evoking so much out of me so different from what made persona 3 so special to me. I grew up in a town where jackshit happened apart from hanging with friends to talk and play games, there wasnt much going on for being one of the most boring towns in the entire state of florida at that too. But it was always PEOPLE that got me through my first time being homeless, it was always people that got me through the passing of loved ones, the decay of my enjoyment of school, first car, venting, movies, all of it bitch
im talking all of it
This made me think about all of that to the point where I think it was around december or january, these stupid asses teddie and yosuke were at the door of your place and i started to cook yosuke for being dumb as all fuck and how karma always shines and repays in full with every stupid ass little thing he says and thinks to do during the game.. but tears kept flowing cause he felt like a friend or atleast someone id know from back in those days and his growth was absolutely felt(until atlus thinks to do stupid shit for a joke)

It's that shit that matters, its that shit that makes the whole journey worth it, its that shit that makes even the several BAD endings that much cooler, its that shit that makes pressing through the social stats feel so much more Earned, its that shit that makes you wanna actually talk to everyone and get to know everyone because the group chemistry is so knit together well. I love S.E.E.S but the Inaba investigation group is so specifically bumbling and sweet and dumb all at the same time that I think they give the vibes of a cast that can literally have conversations about Anything and keep going and going without a writer being pressed for how to handle a situation.
Having been spoiled on shit in this game prior also made following along the killer really interesting too, it even got me keeping an eye open for them at all times and catching onto how their alibis would form and all that
which honestly just made the mystery that much more fun.

So yeah, i only got one more set of Persona(s) to play through
I was gonna make this one the last one and keep my weird play-pattern for this series rolling till my last breath but I really needed something to make me feel Good lately with how heavy life's been. I think this game has and probably still will continue to be there for people like that with how many characters can resonate with you regardless of age and regardless of identity. I think it's beautiful in it's own.. sometimes ugly little way. I cant let some shit slide though so its capped at 4/5 on here because like, THERES TOTALLY SOME THINGS THAT PISS ME OFF

which brings us to this lightning round of things i like and dont like since this is already probably my longest backloggd review

-margaret's social link is a farcry from what elizabeth's was that shit is so depressing and only is nice for some momentary nods about the past i GUESS.

-if you played persona 3 and loved persona 3, and its your favorite one like me, this shit will meatsuckle you like crazy for a little bit and i think thats kindof cool

-shuffle time i THOUGHT was completely fucked up at first, but I think that sweep bonuses and everything pertaining to it are good I just miss the mystery guessing aspect of shit now

-The final boss funnily enough aint even the hardest fuckin fight in this game LMAO

-I think its fucking disgusting that atlus went out of their way to have two bath house scenes that suck ass in this game

-THE PINK ALLIGATOR GOT PUBLISHED!!!!!!!!! AND SLEEPY TABLE HAD A COMEBACK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

-This is now my most played steam game at 230 something hours...

-Marie is rly cool

-Kamui Miracle is the best additional skiill in the whole franchise and we should always make it mandatory to have a way to gamble when you fight in a persona game thank u

so yeah this game sucks and i hate atlus, loved it, bye