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Nothing inside.

Personal Ratings
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Busy Day

Journaled 5+ games in a single day

Gamer

Played 250+ games

Best Friends

Become mutual friends with at least 3 others

GOTY '23

Participated in the 2023 Game of the Year Event

Noticed

Gained 3+ followers

1 Years of Service

Being part of the Backloggd community for 1 year

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Voted for at least 3 features on the roadmap

N00b

Played 100+ games

Liked

Gained 10+ total review likes

GOTY '22

Participated in the 2022 Game of the Year Event

On Schedule

Journaled games once a day for a week straight

Favorite Games

Metal Gear Solid 2: Sons of Liberty
Metal Gear Solid 2: Sons of Liberty
Pathologic
Pathologic
Yume Nikki
Yume Nikki
Demon's Souls
Demon's Souls
Katamari Damacy
Katamari Damacy

286

Total Games Played

050

Played in 2024

000

Games Backloggd


Recently Played See More

Fushigi no Dungeon 2: Fuurai no Shiren
Fushigi no Dungeon 2: Fuurai no Shiren

May 01

Empire: Total War
Empire: Total War

May 01

Guilty Gear Xrd: Rev 2
Guilty Gear Xrd: Rev 2

Apr 26

Simple 2000 Series Vol. 105: The Maid Fuku to Kikanjuu
Simple 2000 Series Vol. 105: The Maid Fuku to Kikanjuu

Apr 26

Off
Off

Apr 25

Recently Reviewed See More

It is borderline impossible to play this game the way it wants you to, but it's so stylish and charming that I think it's worth your time anyway, even if you have to brute force your way through it. It's easy to see why The Maid Fuku to Kikanjuu didn't take off the way its Simple Series peers like The OneeChanbara or The Chikyu Boeigun (now Earth Defense Force) did because it just blatantly doesn't function on any level. It wants to be a Devil May Cry-style spectacle fighter (I refuse to call them Character Action games) but you only have one "combo" and it's so difficult to pull off, let alone chain, that if you aren't incredibly stubborn in getting it to work you might not even realize it exists. Even if you can get it to work consistently (I never did) most of the game you'll be fighting weak, slow enemies that rarely attack, and you need to be attacked to start your combo, so it's incredibly inefficient to use it outside of the fact that you have to if you want a good score, and you need a good score to get money, and you need money to unlock anything that might add more variety to the game (again, I never did). Outside of that, you have a sword and a machine gun (and a useless sniper rifle). The machine gun ruins your score but it's also the only efficient weapon in the game. The sword is kind of fun and the only thing outside of the combos that make this game feel anything like the more intense, fast-paced spectacle fighter it desperately wants to be, but you can only attack with it if you aren't moving so the gameplay always screeches to a halt when you try to use it. It probably sounds like I don't like this game very much, but there's a lot to love here outside of the monotonous gameplay. The presentation is great, the graphics are really charming, and the story is simple but fun. I like the chapter screens with a little monologue from the main character and a title that's always just an anime movie with one word replaced with "maid" (and I'm pretty sure the title of the game itself is a reference to the 1981 film "Sailor Suit and Machine Gun"). I like the robot maid enemies you fight for most of the game even if they kinda give up on that visual theme in the later levels. I love that you can press a button that just makes your character do a little animation of some maid-related activity like fixing tea or sweeping the floor, they're all incredibly cute (I dont like that you need to do a certain amount in each level with a certain amount of enemies on screen to get a good score, but oh well). It's a Simple series game, so you probably aren't expecting something mechanically complex and detailed anyway. Just looking at the presentation and tone, The Maid Fuku to Kikanjuu is incredible. You can beat it in about an hour and it's got an English patch, so it's absolutely worth checking out.

Bedman... save me...

bedman

save me bedman

I wish I liked Armored Core 2 more because it does make a lot of much-needed improvements from the 1st gen games. The story is more involved, the levels have more variety, the difficulty of most of the game is increased without the final level feeling impossible again, etc. But look beneath the surface and most of these changes begin to feel superficial, and there remain many areas in which AC2 fails to improve or actually falls below AC1/MoA.

For a PS2 launch title, it looks great, and the opening cinematic is particularly incredible. I rewatched the whole thing every time I launched the game just to see the bit where the locks explode off the capsule and the mechs come out, it's so cool. Maybe not quite as good as the Omega Boost opening video, but it's still cool. Still, I can't help but feel the smooth, refined aesthetic here is weaker than the blocky grit of the PS1 games. I don't mind the visual departure from those games entirely, it suits this game's new setting and story taking place ages after the first, but considering most of the parts and mecha designs are still completely in line with the 1st gen stuff, it kind of falls flat. Of course, the style of those games was so effective because of the technology they existed on, and there isn't any point in trying to recapture the PS1 aesthetic in a PS2 launch title, but I do wish they committed further to a sleek, futuristic look instead.

As for the gameplay, I finished playing this like half a year after I played the first-gen games so I can't really comment on any minute differences in the control scheme or whatever. On a broader scale, there were two things that stuck out to me. One, there are a few missions here that have no inherent reward for their completion, most if not all of them being mandatory. This means any damage taken or ammo spent will be drained directly from your money rather than cut out of your reward, meaning at a few points in the game you have to lose a good amount of money to continue. This is a smart decision, it makes the mission reward system more interesting and forces you to consider what missions you are taking and when. Ideally, it means you will spend more time taking on non-mandatory missions to build up money rather than speeding through the story, but in reality, you don't have any way of knowing what missions are mandatory, when missions will leave the board, or when new ones will arrive, so unless you are using a guide this doesn't really work. Beyond that, there were a few missions here where I took so much damage and used so much ammo that the amount I had to pay was more than my reward anyway, something that never happened in the first three games. I think either of these options (ramp up the difficulty so you can lose money even when completing missions, or adding non-rewarding mandatory missions) would work to develop the money system in general, but they happen so rarely that together they both feel half-baked.

Two, coming off Master of Arena, the arena in this game feels almost non-existent. I think I played it a little bit when I was playing this last year, but the game never even once prompts you to explore it. I don't think it needs to work exactly the same as it did in MoA, where you had to progress through it to unlock more missions, but some method of blending the missions and the arena on a deeper level feels necessary after that game. Maybe they improve on this in later gens, we'll see.

Mostly, Armored Core 2 feels safe. It doesn't change much in most areas and doesn't change at all in others. Its few new ideas feel half-baked (like the hover legs), and the downgrades from MoA are very apparent. It isn't what I want out of the series at all, but as a basis for expansion, it isn't much better or worse than the first Armored Core. That game ultimately led to Master of Arena, which I really enjoyed, so I'm hoping Another Age is a similar improvement to AC2.