56 reviews liked by Parune


I knew this was a good game when I drew a mustache on that one family’s portrait in the farmhouse, and in response, my friend erased it. This action created a tug of war, which resulted in me adding and him erasing the mustache repeatedly throughout the course of the level.

That was until finally, I trapped him in the middle of a co-op platforming puzzle and made him watch as I slowly walked back to the portrait to draw the mustache on before returning to finish the co-op puzzle, causing the level to end and emerging from the mustache war victorious as he wallowed in a pool of agonizing defeat.

I also got to beat his ass at connect four and fucking kill him at the end of the game.

Cool music and a battle system can only take you so far

This game was special. An action rhythm game that is incredibly fun to play. A straightforward story with lovable characters filled with plenty of comedy. Robbie Daymond is just one of the best VAs out there. The boss fights and OST were amazing. I feel like with how short this is, I'll find myself coming back with all that post game content.

I LOVE RHYTHM GAMES!

How a remake should be made. Fixing issues from the original and adding new content while retaining the heart and soul of the game it's remaking.

Persona 3 was already one of my favorite games of all time when I played FES years ago, flaws and all. So when rumors were floating about a potential P3 remake was in the works, I couldn't help but be excited as Atlus could fix the problems I had with FES on the PS2.

Reload quickly became my most anticipated release for 2024 and when it was released in February, I enjoyed every minute of it. It felt like I was playing P3 for the first time all over again.

The new voice cast is absolutely fantastic and is on par with the OG cast, even if I slightly prefer the OGs due to my nostalgia. The gameplay improvements were greatly needed if Persona 3 was going to be brought up to modern standards and Atlus didn't disappoint. Adding Baton Pass from P5 + Theurgys and a party member rebalance was much appreciated even if Akihiko took a massive hit in Reload.

Even with all of the fancy graphics, new voice cast, QOL and gameplay improvements, at its core, it's still Persona 3, that same incredible game back on the PS2. It holds to today's modern standards beautifully and will continue to do so for years to come.

Got so invested in the story and immersed in the world, Rockstar will probably never make a game that will surpass this, probably the best game i’ve ever played im not gonna lie to you.

Wow.
I played Persona 3 FES in early 2023, soon after wrapping up my playthrough of the incredible Persona 4 Golden. What I found was a game with a lot of wonderful qualities, including but not limited to the story and characters, which was held back by many factors.
The gameplay, while far from bad, didn’t quite hook me. Tartarus was great at first but it quickly lost its flair. The daytime activities were decent, though it felt like something was missing. It was their first attempt at the new calendar system, so I get it, but the qualities I enjoyed were certainly weighed down. I wasn’t able to connect with the game the way so many others did. So, for me, Persona 3 was a game that I liked, one that I had a profound level of respect for, but not much more.
Fast forward a few months later and Persona 3 Reload was announced during Microsoft’s showcase for Summer Games Fest, and to say I lost my shit would be an understatement. I was hyped for this game, and each subsequent infodump only skyrocketed my excitement even further. This game had the potential to smooth P3’s rough edges so its highs could shine even brighter than before.
And for the most part? It really did.
I want to start on something I didn’t like before gushing about how much I do like. One part about vanilla P3 that I had a deep adoration for was its art direction. It had this surreal, dreamy and eerie vibe that the others didn’t. From the Dark Hour music (I’m a big fan of how vanilla P3 utilised reversed kicks) to the cutscene direction (which sorta reminded me of Evangelion, actually), it was a part of the game that I loved start-to-finish. I can pretty safely say that it has my favourite opening cutscene out of any game I’ve played, it set the tone perfectly.
Unfortunately, this is one aspect where Reload falters. That opening cutscene? Completely nerfed. Everything that made it great was gone. I would genuinely call it horrible. The direction for Reload’s cutscenes in general is inferior to vanilla. It doesn’t ruin the experience, but its definitely disappointing. I will say, however, that the UI design and how it brought in a new water motif was great.
And on that note, this game is PRETTY. Like, actual eye candy. The environments are detailed, the character models for this game are the best in the series, etc etc etc. Don’t get me started on how Tartarus looks in this game. For me, it’s Reload at its very best visually. The environmental design of each block is perfect, the lighting is BEAUTIFUL, the team did an incredible job adapting it into modern technology.
But visuals aren’t the only thing Reload’s rendition of Tartarus excels at. It’s actually everything. I would go as far as to say it’s my favourite dungeon in modern Persona, even including P5’s palaces. It’s so endlessly fun to just run through, fighting enemies and collecting items while basking at how good everything looks. There is something comforting about just grinding through blocks of Tartarus, I don’t fully know how to explain it. I loved P5R’s Mementos, and this is just everything good about that dungeon but elevated even further. I was enjoying the dungeon crawling from the very beginning, but it truly became something special when Monad doors and passages were introduced. Anything that gives me an excuse to engage in combat is a plus for me.
Speaking of combat…
Persona 3 Reload carries over P5’s additions to the One More system. This battle system was pretty barebones in vanilla P3 and P4/P4G but it truly came into its own as something that could stand alongside mainline SMT’s Press Turn system with P5. Reload’s combat is just as satisfying as P5’s, with the added benefit of not being as piss-easy as the latter. I mean, it’s still a lot easier than it should be but I’m glad to say there were a lot more game over screens and boss battles that made me break a real sweat. The new addition, which replaces Showtimes from P5R is Theurgy. Theurgy attacks are pretty similar, but this system is a lot more developed. For starters, each party member fills their Theurgy meter through actions that match their personality (for example, Yukari charges her meter through using healing spells), and that is the greatest possible way to handle it, ties the characters to the gameplay mechanics so well. The actual Theurgies are a lot more varied than Showtimes too, rather than exclusively being big damage moves (which does still apply to most of them), they can also provide huge stat boosts. It adds to the strategy of battle. Overall, the combat mechanics complement each other quite well and are very satisfying to use, the only thing I’d change is the game’s difficulty. Though I would say that is a balancing issue rather than a problem in the mechanics themselves. I will say the early game bosses had a really satisfying level of challenge, even with Theurgy, though the game quickly became a cakewalk. I did spend a lot of time grinding in Tartarus and fusing personas, however, so I’m sure a part of that difficulty drop was my fault.
That’s enough about the dungeon crawling, though. I now want to focus on the other half of the game, that being the social sim. Fully voiced Social Links are one of Reload’s greatest additions, I found myself enjoying and looking forward to them a lot more. Characters I already liked, such as Yuko and Akinari were only made better, especially because their respective voice actors absolutely killed their roles. Even people like Nozomi were more enjoyable due to the voice work. No complaints here, Social Links in Reload are great. Aside from that, there is a lot more to do in general, particularly at night, which made me really happy to see. New restaurants provide more opportunities for levelling up social stats, and you can work part time jobs for some quick cash (I can’t say I’m a big fan of the related achievement, though). Being able to use software bought at the net café on the dorm computer is a good addition too. Upgrading Makoto’s ambush ability in Tartarus through software in particular was a great use of this mechanic, and I’m glad it’s more balanced than Royal’s Ryuji’s instant-kill. I think I prefer this method of upgrading and gaining abilities compared to tying them to Social Links, as I felt as though P5’s approach trivialised a lot of confidants for me. Fusion bonuses are more than good enough.
I’d also like to highlight the new Linked Episodes. I’m a big fan. I’d go as far as to say party members shouldn’t have social links, I prefer this approach. The main reason is that it allows their stories to intertwine with the main plot, rather than being a self-contained arc that doesn’t impact their character in the main story. They give player opportunities to really delve into how a character is feeling regarding current events, it’s awesome. The greater focus on interacting with your fellow SEES members, through Linked Episodes and the new dorm hangouts actually made the main story hit even harder for me.
It’s been about a week since I beat Reload now. I’ve given myself time to sit on it, and let the initial hype wear off before I give a concrete opinion.
I liked Persona 3. But now? I adore it. At the time of writing this review, I’d say it’s my second favourite in the series.
This remake certainly isn’t perfect, it does miss deliberate design decisions and smooths the rough edges of P3 a bit too much, even the edges that were designed to be rough (does that make sense?). It’s not a definitive version of P3. But I don’t think wanting remakes to be 100% definitive is a good way to look at them. This is simply another interpretation of the Persona 3 experience. And it’s a damn good one. It improves in some areas, falters in others, but it adds its own identity, nonetheless. Just like any other remake.
I fully understand people who still view FES as their favourite version, though for me, this is the game I’ll replay when I want to experience this story. The Royal team cooked yet again, and now I’m even more excited to see what they do with Persona 6. Thank you for reading my review.

Before the game came out I said it looked like the "MGS4 of RGG" and for the most part, that held up. It does much more than that though, and it stands on its own delivering a message about redemption and perseverance. This game tells you YOU HAVE TO LIVE. Both the mainline story and the side adventures had me emotional, many times. This might be my favorite cast in any JRPG, ever, it just happens to be a cap-off of one of my favorite series ever.

Game-wise: This is basically a 2:1 improvement of the first turn-based game. The way the combat unfolds in every battle is just SUPERB. I didn't even really expand myself on the job system either. It allows for so much diversity and creativity while also posing quite a challenge sometimes. Fantastic stuff.

Side content wise this is also the best the series has ever been, between the substories, minigames, and the incredible Dondoko island (which could be charged as a full game honestly), and the Sujimon game that runs along side everything had me hooked the whole way through.

I never played an RGG game that had its hooks in me this hard before which says a lot because I love every game in this series hard. This was a masterpiece through and through.

The life you live and the bonds that spawn from it are beautiful. Live as the person you are.

This review contains spoilers

For half a decade, I resisted diving into Red Dead Redemption 2, troubled by the circumstances surrounding its genesis. Learning about the reports of labor exploitation and crunch leading up to its release left me deeply disheartened by the working conditions endured by its developers.

Despite my lingering reservations, I eventually found myself pulled towards the game during a lull in recent releases. Now, having finally immersed myself in Red Dead Redemption 2, I'm grateful for the experience as it is one of the medium’s crowning achievements and a grand, maximalist work of art with one of the most fully realized worlds and some of the best character writing the medium has to offer.

While much has been said about Red Dead Redemption 2's expansive world and its protagonist, Arthur Morgan, I deliberately distanced myself from discussions about the game, allowing my experience to remain fresh.

Describing the world of Red Dead Redemption 2 as "alive" might seem cliche, but it truly embodies a sense of authenticity rarely achieved in open-world games. The world feels genuinely inhabited and organic, surpassing the typical interactive environments found in most games.

This authenticity is the result of numerous intricately woven elements. From the ambient soundtrack and immersive sound effects to the dynamic interactions between characters, coupled with captivating locations and meticulously crafted topography, every aspect harmonizes to create an unparalleled level of immersion.

Simply navigating this game’s environments was a delightful sensory experience. What's more, the world often responds to the player in subtle yet meaningful ways.

In one instance early in the game, I encountered a man in distress, crying out for help after being bitten by a snake. Offering him a health tonic saved his life and earned me his gratitude.

Hours later, while wandering through Valentine, I unexpectedly crossed paths with him again outside the gunsmith's shop. He thanked me for my earlier assistance and generously offered to cover a purchase at the shop.

This encounter was just one of numerous instances where the game acknowledged my actions and later rewarded me with interactions that reflected them, further enhancing the authenticity and believability of its world.

In that sense, it’s one of the least “videogamey” video games I have ever played. Rarely do things in the open world feel prescribed or like you’re tackling checklists, even when you are, such as when you’re hunting one of the game's dozen or so legendary animals or legendary fish.

Some may malign the microsystems in the game that lend a light simulation feel, such as the need to sleep, cook, and eat food. But they all tie back to how you engage with this world.

All of this starkly contrasts the game’s biggest flaw, its mission design. I understand that Rockstar wants to create these bombastic, cinematic, setpiece-driven missions for the player to experience. However, they are seemingly terrified of the player missing out on the carefully choreographed moments. The result is often a frustratingly restrictive mission design that penalizes even slight deviations from the intended experience.

Despite its unnecessarily rigid structure, the mission captivates players with its cinematic presentation, drawing them into the heart of the action.

One example of this is near the end of the game, where I was escorting John Marston during an ambush. Some enemies popped up atop a nearby hill, and I wanted to charge into them with my shotgun to make their little Pinkerton heads explode like overcooked pizza rolls.

Then came the frustration of encountering a fail state that seemed entirely unjustified. The game abruptly informed me that John had perished because I had strayed too far from him, even though I was just a mere 15 feet away.

Another exasperating moment occurred during a covert infiltration of an Army fort alongside Charles. The game instructed me to eliminate soldiers using a bow and arrow silently, but I opted to employ my tomahawk for stealth takedowns instead. Yet, when I approached a lone soldier facing away from me and dispatched him, the game unexpectedly triggered a fail state, citing my supposed detection.

These examples may sound trivial and arbitrary–because they are– but they highlight a significant flaw in the game's design. While many missions and setpieces are undeniably captivating, the underlying structure is marred by these inexplicable constraints, undermining the sense of freedom that the open world otherwise offers to players.

So, if half of the game is so compromised, why am I giving this five stars? Because Red Dead Redemption 2’s biggest triumph is its thought-provoking narrative and incredible character writing.

Red Dead Redemption 2 is ultimately about the death of the yeoman fantasy at the hands of Manifest Destiny and a crumbling way of life for the characters within this world. These are not “good people” in the traditional sense because they rob and kill to make ends meet. They are outlaws in the truest sense of the word, even if–most–Van Der Linde gang members have a sense of honor.

However, as the American state becomes increasingly powerful at the behest of the advancement of capitalism as the dominant economic system, the walls begin to close around them.

The Van Der Linde gang's evolution is stark; initially targeting outlaws, they shift focus to anyone capable of providing the necessary resources for survival. Dutch, the gang's leader, assumes the role of a paternal figure for many, having rescued them from dire circumstances. He wields his revered authority to shield his chosen family, yet his desperation to evade their looming fate intensifies as the game progresses.

In this changing world, there's no place left for the likes of the Van Der Linde gang. Their options narrow to either conforming to the relentless march of the progressing American state or facing annihilation by it. Consequently, Dutch repeatedly seeks one last job, a final endeavor to secure the gang's escape to distant, almost mythical lands like Tahiti.

Arthur painfully recognizes the gang's plummeting prospects and Dutch's unraveling sanity. With each passing moment, Dutch's decisions grow more reckless, leading the gang on a destructive path as they hop from one place to another, endlessly chasing the elusive promise of "one last job” and leaving chaos in their wake.

Yet Arthur and the others continue to follow Dutch, despite their better judgment, because they all love and feel indebted to him even if they know Dutch is likely and unknowingly leading them all to their demise.

The game also astutely observes that the new order replacing the era of outlaws may be even more rotten and corrupt. Under a regime fueled by unchecked capitalism and rampant labor exploitation, the scant remnants of freedom vanish, leaving individuals ensnared in a system that prioritizes profit over human dignity.

Arthur Morgan may well be one of this medium's most nuanced, endearing, and fascinating characters. I was initially drawn in by his rugged cowboy charisma, but over the course of the game, I found myself deeply attached to this mountain of a man.

The game excels in forging a deep connection with Arthur, immersing players in his internal struggles through poignant monologues and meaningful actions. Few games achieve such a profound insight into the protagonist's psyche as this one does with Arthur Morgan.

From the outset, Arthur grapples with inner turmoil, questioning the trajectory of his life, the morality of his deeds, and his purpose in the world.

It's evident that Arthur carries the burden of his past atrocities, which increasingly gnaw at him as he ages. There is a good man within Arthur, but he’s committed grim acts to persist on a path that feels more like destiny than choice. One poignant example is his relationship with Mary, his love interest, whose presence in various side quests underscores the impossibility for Arthur to break free from his tumultuous past and embrace a semblance of normalcy.

Although the game features a morality system ranging from dishonorable to honorable, portraying Arthur as dishonorable feels at odds with the narrative's portrayal of him in a chivalrous light despite his morally ambiguous actions, such as shaking down poor farmers for debt repayment.

As Arthur struggles with this internal dichotomy, he often pushes it to the back of his mind, focusing solely on the day-to-day struggle for survival. However, everything changes later in the game when he receives a devastating diagnosis: an illness that will inevitably lead to his demise: tuberculosis.

Arthur is then compelled to confront the morality of his past actions and their impact on others in the face of his own mortality. Many of the side quests from earlier chapters climax during this period, with Arthur opting to forego the harmful deeds he once would have committed to ease the burdens of those around him.

A poignant example of this transformation is his interaction with Mrs. Downes, a farmer's widow from whom Arthur extorted money earlier in the game. Mrs. Downes succumbs to the same illness that afflicts Arthur, and their encounter serves as a turning point for him. Witnessing her desperate situation, Arthur is overcome with guilt and decides to provide her and her son enough money to escape their hardships. He refrains from seeking forgiveness, feeling unworthy of it.

Although Arthur uses his diagnosis and finite time to help others, he still feels unworthy of redemption.

This marks a significant shift in Arthur's journey towards redemption. No longer able to justify his past actions, he strives to pursue a more righteous path, even if it means going against his former duties as an enforcer for the gang.

Arthur's resolve to help John, who has a family to care for, symbolizes his commitment to breaking free from the gang's destructive cycle once and for all. By this stage, Arthur's disillusionment with Dutch has peaked, and unquestioning loyalty has been replaced by a clear-eyed recognition of Dutch's reckless and senseless actions.

The tipping point comes when Dutch manipulates a group of Lakota natives into a futile diversion, sparking a needless conflict with the US Army, and publicly executes an oil baron without remorse. These actions further cement Arthur's conviction to sever ties with Dutch and his misguided leadership.

Despite being aware of his inevitable demise, Arthur sees John as a beacon of hope, someone with a future worth fighting for. His terminal diagnosis now brings him a sense of clarity and purpose. Unlike those who are uncertain about their fate, Arthur views his impending death as a gift—a catalyst for self-reflection and embarking on a new, righteous path.

Arthur's journey reaches its climax as he aids John in breaking free from the grip of Dutch's manipulative schemes.

In a climactic setpiece, the Pinkertons, relentless pursuers who have been tracking the gang throughout the game, finally close in on them. Both Arthur and John find themselves betrayed and exploited by Dutch during this chase, mere pawns in his relentless pursuit of escape. This pivotal moment marks Arthur’s final redemption, as he sacrifices the final moments of his life to give John and his family enough time to escape.

Arthur passes his hat on to John moments before his death. Knowing his time has come to an end, he finds solace in the knowledge that John and his family will persevere in the face of his imminent demise.

The game’s epilogue has the player taking control of John, grappling with his own identity crisis as he navigates life on the run with his family, unable to break free from the specter of violence looming over them—a haunting echo of Dutch's legacy.

Yet, amidst the turmoil, John finds solace in the memory of his dear friend Arthur, whose selfless sacrifice is a guiding light. Inspired by Arthur's noble example, John resolves to leave the past behind and forge a new path built on the foundation of peace and family.

Although he has long passed, Arthur's indelible presence lingers throughout the epilogue, his actions shaping the very fabric of John's newfound existence. This touching connection is captured in a scene where the player, controlling John, meticulously constructs a house, each frame infused with the symbolic presence of a Blue Jay—a subtle yet profound homage to Arthur's enduring legacy.

In certain folklore traditions, Blue Jays hold symbolic significance as protectors or guardians, believed to be spirits of those who have passed on, watching over and safeguarding their loved ones. It’s not the most subtle symbolism, but it is a deeply heartfelt one nonetheless.

The game concludes with John successfully escaping the lifelong turmoil he and his family endured, all thanks to Arthur's profound influence and the lasting impact of his actions on John's life. However, the conclusion is tinged with a bittersweet realization of the tragic events awaiting John in Red Dead Redemption.

Red Dead Redemption 2 is a monumental achievement in both vision and execution. Its immersive open world and compelling narrative transcend many of its shortcomings, such as its flawed mission design. However, it also serves as a sobering reminder of failed leadership, given the labor exploitation that marred its creation—an irony that echoes the game's portrayal of the exploitative nature of capitalism.

While I frequently criticize the current landscape of AAA gaming, which often prioritizes production values over innovation, resulting in skyrocketing budgets and an unsustainable model, I still believe there's a place for grand, maximalist experiences like Red Dead Redemption 2 in the industry–ones that use their massive budgets to expand upon the ambition of the creators. However, not every game should aim for this scale or direction, as doing so contributes to many of the issues plaguing the industry today.

Furthermore, it should prompt us to reflect on the significance of productive labor. When employees are pushed to the brink, logging upwards of 90-hour workweeks and even sleeping under their desks, one has to question the true productivity of such extreme measures. How many problems stemmed from overworked staff, necessitating additional labor to rectify issues—a cycle that likely prolonged development timelines and escalated costs?

There were assuredly ways that Red Dead Redemption 2 could have been the same as it is, with better conditions for its workers, and in fact, it could have been better for it. It’s truly a testament to the will of its creators and their collective vision that, unlike many of the games created under similar conditions, it was released as a triumph.

I think that if you’re someone like me who has put off playing Red Dead Redemption 2 because of your disdain for the circumstances surrounding its creation and the current state of AAA gaming, you should still give it a shot because you will experience something that the developers put their literal blood, sweat, and tears into and the result is a deeply moving and unforgettable experience.

After watching the credits roll, I took a few more hours simply to exist in this world. There wasn’t much left to “do,” but even days later, I found myself wanting to return to that world just to live within it. That’s about the highest praise I can give to an open-world experience. It also left me with a giant Arthur Morgan-sized hole in my heart.