587 reviews liked by Phantasm


With Evil Within, Tango Gameworks made a great jumpscare simulator. With Hi-Fi Rush, they made a rhythm game I could enjoy. With this, they made an Ubisoft open world, and I cheered. Shove all these landmarks, all these skill branches, all these side quests up my asshole, whose tightness applies to the world design. AA studios keep winning I swear, ok we'd be fine without the deluxe edition of cosmetics but they said "you shan't be starved of those and emotes" like they're announcing the return of a wrestler live and his name is Tupac-chan. Speaking of, honorifics aren't kept post-translation here unlike the Yakuza series. Figured you deserve to know.

You play as siscon icon Akito, who didn't know the parable of the hare and the tortoise, resulting in checks notes using his body as a vessel for one mf whose name is one letter short from changing the game's rating (bro name is KK huuuuh figure that one out). The story isn't strong or explored in any way, backseating the gameplay by molding new mechanics and situations at a moment's notice. It's coherent enough to not cause eyebrow raise emoji spam. The clap of my buttcheeks keep alerting the Japanese inquisition AMA.

I'll leave that side unexplored. I've explored my fair share already behind the scenes, you know it's the Unlock The Map With New TP Points mechanic shit. You're not Spider-Man, despite what the free update's moniker would have you believe, but aerial control is prevalent. Sometimes you have to climb apartment stairs for what seems like forever to indulge in the activity. First skill I took was aerial takedown in fact, not an ounce of regret it's dumb and fun. What I wish I would have gotten earlier is faster crouch speed. It's a thing that looks very handy at first glance and further glances prove that yup it's very handy.

This doesn't get stale and happens to have a few surprises in it. Now, the combat. I have a few qualms with it, but I didn't feel the critics about its linearity and repetitivity sticking to me when experiencing it. You have to be aware of your surroundings: enemies and unfortunate layout, lest you incur the wrath of a mob beating. I've struggled with sometimes taking hits I thought I was out of the range of, but the overall experience is really cool. If I charge shots, I save ammo and can land more damage if they all hit, but I'm vulnerable and it's possible to have that Duck Hunt ahh aim. When the enemy runs out of HP, I have to bait other enemy attacks and dodge before I can safely take care of its vulnerable state, or crouch where no ghosts can reach me with their big balls before making their ghost friend kiss the sun goodbye. One of my boldest ratings yet and I'm owning up to it.

PS: I have been informed a month after making this review.... of the sudden demise of one of the greatest AA studios I've seen. I hope the talent will be able to find their way to stable jobs where they can express their creativity once more. This shit fucking sucks I'm so tired boss

This game was a cultural phenomenon of its time, so in true keeping with my tradition, I waited 16 years before actually finding out what all the hooplah was about. Don't get me wrong, I was interested - I can probably still recite some of the gushings about it I read in a magazine back then, waxing poetic about the game's living world, its vehicular combat, its in-game internet, how incredibly detailed it all was. But I didn't own a PS3 or Xbox 360; all I had was a Pentium III that was older than I was, so I figured there was no chance of me playing it. Little did I know back then that this game's PC port was so borked that even folks who owned high-end PCs in 2008 couldn't enjoy it.

I'm reviewing the Complete Edition incarnation of GTA IV, the one that's available on Steam. I purchased the game in one of my impulse purchases because Steam sales are more addictive than crack, and then I fucked around for 4 months before deciding it was finally time to play this game. And guess what? My laptop, which is no warhorse but still outstrips GTA IV's recommended requirements, still couldn't run it without stuttering like King George VI giving a speech. Clearly this game's requirements are only a suggestion. So I gave up, and tried the game on my dedicated gaming computer. That computer is a beast, and since I recently bought it and it's my precious baby, I almost didn't want to install the quasi-malware Rockstar launcher and Social Club bullshit on it that's required to play this game. But the refund period was long since gone, so I complied with their draconian demands.

And guess what? It still wouldn't let me play the fucking game. By this point I had 2 hours of Steam playtime on a game that hadn't even launched yet. First I had to solve 4 separate captchas to assure Rockstar that yes, I know what an upright cow looks like, and then I had to verify my email address again, and now finally I could play the game.

But what the fuck. Why does playing a game you bought have to be an experience on par with passing through an Israeli checkpoint? I gave up on video game piracy a while ago because of the perks Gaben's platform offers, but if the refund window had still been open, I would definitely have gone that route.

After all that, how's the game? Well, it's all right. GTA IV is amazingly detailed for its time - cars take realistic damage, the passengers inside them take realistic damage, you can shoot the driver to make them fall over onto the horn and go BEEEEEEEEEEEEEEP. The cars handle much more realistically than any game I've ever played; they have actual weight, and using the brakes is a necessity rather than a choice. While it takes some getting used to, the driving in this game - and believe me, there is a lot of it - is pretty fun.

The same cannot be said for riding motorcycles, however, and thankfully there are few missions that require you to. No matter how good you think you are at video games, you will always look like a monkey trying to fuck a football when you ride bikes in GTA IV. Out of the ~15 attempts I had to make on the final mission, one of the few that required repeat attempts (the difficulty in this game is usually very fair, which is surprising when you consider how bullshit most GTA games get later on), the list of failures go something like this:

- 11 were due to the required motorcycle section (the game suddenly loses all open-endedness to force a setpiece on you, and even if you shoot 15 rocket launchers at the final boss's boat, he won't die)
- 1 was due to me not stabilizing the helicopter fast enough, because the helicopter controls are almost as bad as the motorcycle ones
- 3 were due to a game-breaking, widely reported bug that Rockstar has had 16 years to fix, but they were too busy cutting content from the so called 'complete' edition to do so, leaving players to find workarounds.

Dear God, this final bug. It's not the only one in the game, but it's the most egregious, and really highlights how awful the PC port of this game is. Sure, it finally runs smoothly provided your computer is powerful enough to be able to run the game ten times over on its officially stated 'recommended' settings, but it's still not bug-free. NPCs getting stuck on geometry is extremely common, and the effect can range from you being forced to skip a cutscene and force the game to move on, to having to retry the whole mission because you can't bear to watch them bumping into walls like idiots any longer.

There are still stutters, and this was the first game to crash on my new PC - it can run brand new games at the highest settings with nary a glitch, but a 2008 game crashes. Sometimes Rockstar decides they're still not done bullying you, and their proprietary launcher closes without starting the game, so you have to click the Play button on Steam again and hope this time the two frontends this game mandates will both work. Not only that, the game doesn't seem to register manual saves, only autosaves after completing missions. Sometimes I lost progress because I had manually saved without completing a mission. I suspect this is because the Rockstar Launcher has its own cloud, which shuts down immediately when I quit the game after saving. Know an easy solution to this? DON'T HAVE TWO LAUNCHERS FOR ONE FUCKING GAME.

I realize I'm spending a lot of time talking about the abysmal performance of the PC version than the actual game, but when it's this egregious, it spoils the whole experience. I will try to talk about the game some more now.

Combat is much better than in previous GTA games, although it still is just on the level of a passable third-person shooter in 2008, one that lacks an open world. The cover system is finicky, and oftentimes it's better to make your own positional cover behind walls and boxes without snapping to surfaces. If you play with a controller, the triggers are used in all their analog glory - a half-press for manual aim, a full squeeze for auto-aim. There are a few missions that are extremely well-structured, such as the Heat-parody bank heist, even if a lot are simply the repetitive 'drive here, kill that' loop. The world is nice and detailed, though the NPCs are more cowardly than people in real-life - if you so much as sprint near someone, they will run away screaming. The in-game internet is rife with hilarious mockeries of the 2008 world wide web, some of which I sorely miss. There are also some fun side activites you can explore alone or on dates (romantic or otherwise), such as a strip club with at least 5 clones of Nicki Minaj walking around, a cabaret show that's honestly very entertaining to watch, darts, pool (played on a table made of ice, judging from the physics), and SEX. Pick up hookers and kill them after so you can get your money back. It's tradition.

Like all GTA games though, GTA IV suffers from most of the content being concentrated on the first island. There isn't even that much difference between the three islands - in the previous incarnations of Liberty City, you truly felt like you were moving to more affluent parts of the metropolis as you changed islands, whereas almost all of LC feels like a ghetto here. The third island hardly has anything to do at all. I've always felt that the reason memes about GTA are concentrated in the first third of the games is because most players don't progress past the first island. I guess Rockstar know that too, so they left the other two islands bare.

Despite all its flaws, GTA IV is extremely addictive. It's a decent game even in 2024, with an ahead-of-its-time attention to detail. With the issues it has though, I can't recommend buying the Steam version of the game. Rockstar don't care about fixing the bugs, and they don't care about your experience once they've got your money. They can't even be arsed to renew the licenses for the music, having removed 50+ songs so far, and it's only going to get worse. Every time I switched to the rock radio station, 'Wild Side' by Motley Crue would be playing, because there were about 4 fucking songs left on the thing. Do you want to have a cumbersome, watered-down, buggy time with this game? Nah. If you have the choice, I sincerely recommend finding an old PS3 disc and playing that instead. Don't give Rockstar your money for an incomplete 'complete' edition.

I Am... All Of Me.

Shadow the Hedgehog has been my favorite Sonic character ever since Sonic Adventure 2, so naturally I was looking forward to trying out the one game, where he plays the main role - despite the overall divisive reception of Shadow 2005.

That being said, you know you're in for a ride when the very first level already leaves a sour taste in your mouth. Have you ever wondered how Shadow would control like if he was constantly ice-skating? Probably not, but Shadow 2005 takes that question off your mind by providing you with physics that feel floaty and entirely different from the previous 3D games. Even with those complaints in the beginnning, everything was still tolerable enough for me to keep my motivation to a certain point, but while playing through Iron Jungle, it dawned on me that this game was infamous for a reason. The cherry on top was the Egg Breaker boss afterwards though, who should have been named Camera Breaker, cause that's all he does while Shadow is running little laps around the base in the center of the arena ad infinitum. No offense to Lava Shelter though, it was the final level on the route I played and I actually enjoyed it a good amount after the mess that the previous stage was.

Enough talk about the gameplay, as the unique way of storytelling is also a key aspect of Shadow 2005. There are unironically 326 possible routes to play and they even have their own unique names - but it doesn't change the fact that the storytelling is nonsensical in many cases. So basically there's an alignment system in the levels, which you can advance through completing certain objectives towards your alignment. If you want to be evil, do Black Doom's requests. If you want to remain neutral, just run through the level and get the Chaos Emerald. This way of storytelling is actually an interesting concept for a game like Shadow the Hedgehog, as he is this morally ambiguous character, who can be easily interpreted as a player for both sides. Depending on which objectives you complete, the selection of levels across the stage flowchart changes accordingly and I'm sure the idea is that you don't have to play the same levels twice. Quite ironic, considering you have to play through Westopolis at least ten times in order to see the true ending, all while doing the same, repetitive tasks. Considering the amount of "kill [x] amount of enemy" challenges present, it would have been nice if you weren't required to kill every single enemy in the stage. You missed one? Good luck backtracking and finding them, cause the game surely won't tell you where to search. I couldn't really bring myself to do those challenges, so I went for a run that's mostly on the neutral side, but even that required me to play arduous levels like Iron Jungle to the end. Playing it several times would not be something on my priority list, so I only played a single route and called it quits for now.

Sorry for the amount of unorganized rambling in the second half. I still had my fair share of fun with Shadow the Hedgehog, even if some of it comes from a "so bad it's good again" perspective, cause there's something about it that sticks with me here, but I can't quite put my finger on it. Either way, if I have to give the game some credit where it's due, it's for the soundtrack - the remix for Eggman's theme and the title theme "I Am... All Of Me" are both bangers.

Now this is a Yakuza game!

This feels to me like a more perfected version of Yakuza 4. Almost everything I didn't like about this game has been severely scaled back or removed entirely, leaving a peak Yakuza experience just before 0, the legacy game that you probably shouldn't start with yet everyone does anyway. Once again, multiple protagonists, and I'm gonna rank em.

Part 1: Kiryu is great

The story starts with Kiryu in Fukuoka, taking up a job as a taxi driver while Haruka is off following her dream. As is expected at this point, some bullshit relating to the Tojo's struggles appears at Kiryu's doorstep and he needs to rejoin the Yakuza to get to the bottom of it. Daigo goes missing in the middle of a power struggle in the Omi Alliance, and the plot is Kiryu piecing things together. It's great, especially seeing Kiryu learn to handle a new life away from the orphanage. As well as that, the taxi minigame is great too! It's basically that joke of 'play GTA but act like a regular citizen' and it's great stuff (minus those suicidal pedestrians like what is up with them) as well as the drag races that occur later on, with all the characters of Kiryu's taxi service being likable characters. Like with 4, 10/10 opening, I loved it. But now we go back to Saejima, yayyyyy...

Part 1: Wait, Saejima's good now?

Saejima's story is about him breaking out of prison (again) It's more interesting than 4, and like Kiryu, it's cool learning about the other inmates. There is some weird pacing with the imagination segments, but it's fine, I guess it's the only way they could fit in combat. Speaking of which, Saejima has fun combat now! He has armour on a lot of his attacks, as well as a larger health pool, actually conveying through gameplay that this is a big man not to be fucked with. But after you escape, you end up in a mountain village, in a sequence of walking through snow and shitty hunting tutorials, and if you were in a Discord server with me, you know I didn't enjoy, especially when hunting and trapping were two separate tutorials that really could have been one. But after that, you get to Sapporo! And my god, a city with side content? Saejima sidequests? Not getting chased down by the cops? It's all I ever wanted! But anyway, while the main plot does become an annoying fetch quest for a bit, it's still super fun to play as Saejima. His section gets a 7/10, the first half is still kinda lame.

Part 3: Wait, this is critical path content?

The next stage is Haruka, now trying to become an Idol. So naturally, this is a rhythm game now. At first, I was into it. The streets are littered with dance battles you can do, and the minigame was kinda fun. But it gets repetitive real fast. A lot of the game is training for the princess league, with you doing the routine of the same songs over and over, alongside some boring side stuff like greeting fans and interviews, so I did end up skipping basically all the side content here. But the story is good. Haruka's staff are all good characters, and it does add enough backstory and intrigue to the main plot that I was invested. One thing I will say is how docile Haruka is now. She was never super aggressive, but she did have a backbone and some of Kiryu's stronger tendencies clearly rubbed off on her in previous games, like when she slapped Mine in Yakuza 3 and did everything she could to protect the orphans. But now? She just kind of accepts shit from rivals like t-set. I get she has to act professional, but even an internal monologue of 'Yo, FUCK these bitches!' would have gone a long way. But overall, I'd give the whole act a 6/10. But regardless, she shares her act with another character, which leads me to...

Part 4: I FUCKING LOVE SHUN AKIYAMA!!!!!!!!

Shun Akiyama opens a branch of his money lending business in Osaka, where Haruka's plot is going down. So he lends his aid to the squad, piecing together the plot as he goes. And he's still a legend, basically everything I loved about him in 4 remains, now with aerial combat because RGG studios knew they weren't beating the Sanji allegations so just rolled with it. But he adds a great deal to Haruka's plot as he figures out the mysteries of her agency. 10/10 again, this guy's a legend.

Part 5: Hey, a new guy

The new character here is Shinada, a former baseball player forced to quit, learning there was some shady business behind what went down in his life. He's a funny guy, a constantly broke loser who makes money by getting laid a bunch (I mean doesn't sound too bad) while fighting more with weapons (I cheesed so much shit with the infinite durability pole you have no idea) his side thing is a baseball sidequest which I didn't bother with, but his plot is fun. All about teaming up with the people he owes money to to uncover the conspiracy behind his baseball career and how it ties into the main plot. 9/10, he's great.

Part 6: You tried your best with that finale, guys.

So, all the parties come together, the plots in motion. It's time to finish this.
The finale actually starts strong, with everyone getting together in Kamorocho and heading out to stop the villain's scheme, with only the rooftop plot point being really dumb (It's a rooftop with no camera, just wait and bait him out, dumbasses) before the finale. Akiyama, Saejima, and Shinada all get decent final boss fights, but the main villain turns out to be unable to fight, working to give his gains to the TRUE final boss...who I barely remembered. Hell, when Kiryu confronts him and asks what he's doing, he responds with 'I don't know'. even the game knows it's an asspull, but you confront him...and then watch a jpop performance...then you fight him. And the fights pretty good, the narrative weight just isn't really there. 8/10

So overall, it's pretty damn good. Next up is the last of the Kiryu saga (and Gaiden but that seems to be Yakuza 6.5) so I'm looking forward to that

I consider Punch-Out for Wii to be a perfect game for what it tries to be, I can't think of anything I'd change in it.
The animations are a show in themselves, a true masterclass. If you search for the 12 animation concepts, they are all here done to perfection here. The whole game revolves around them and you must respond accordingly.

Gameplay is wait for a blow from the opponent, dodge and attack on your turn. Risk/reward is great, as counter punches give you larger windows to inflict damage. Gameplay is wait for a blow from the opponent, dodge and attack on your turn. Risk/reward is great, as counter punches give you larger windows to inflict damage. Opponents have very small windows that allow instant KOs. This brings more depth to the game and spices things up.

The commands are simple and responsive. It has the option of movement controls, but I prefer to play with buttons normally because lazyness it reminds me of Punch-Out from Nes, one button for each hand. Hold up while punching to hit the face, neutral punch to hit the belly, down to duck and sides to dodge. By landing a punch at specific times, you earn a star to land a much stronger punch. They are lost when you are hit, but you can add up to 3 and deliver an even more powerful punch. The game emphasizes it with slow motion and the fearful faces of the opponents.

In career mode you become champion after defeating 13 other fighters. Each opponent oozes personality, whether in the pre-fight illustrations or everything during them, everyone speaks their native language too, even if you don't understand everything, you can have a clear idea of ​​who they are like. let's be honest here, it's a stereotype show lol

After the credits, you can defend your title and face them all again, but this time they have new strategies and are tougher. The pre-fight images illustrate this well. Some of these fights are genuinely difficult. Good thing the game has a training mode.

Defeating Mr. Sandman for the second time has another mode, Mac's Last Stand. You face the harder second version of characters randomly and infinitely. If you lose 3 times you are forced to retire, but here you will find a secret opponent Donkey Kong. Win or lose, he will appear in training mode.

You should play it yourself... NOW!

I had never beaten a Wario Land game before, having only played Shake It on the Wii for a little while around the time it released, so after hearing all the praise for the series in recent years, I decided to finally give it a proper try, and went for the game that's most easily accessible at the moment, being Wario Land 3, since it's included with the Game Boy app on NSO.

I was mostly familiar with the fast-paced wacky zany gameplay featured in Wario Land-inspired games like Pizza Tower or Antonblast, but it seems that style stems mostly from Wario Land 4 and Shake It, because Wario Land 3 is certainly not frantic at all like those games! In fact I was surprised to see a fairly methodical Metroidvania platformer! It's interesting to see the usual facets of a game of that genre applied to a platformer, like revisiting previous levels after getting new power-ups to explore a path that you previously couldn't reach. That satisfying sense of getting progressively stronger is also present, of course.

Though I do feel they went a little overboard with the concept, considering there's other elements in stages that impede access to certain areas that are dependant on finding specific treasures in other stages, and they're not linear at all, meaning for example that a treasure from the last world might open a new path on a stage from the second world. The game always tells you which stages are affected by the treasure you acquired, but sometimes it's multiple stages at once, so you better memorize it or grab a pen to write them down.

It's charming seeing how the treasures you collect visually affect the world map to open up new levels, like getting a bunch of chemicals that make a volcano explode and open a huge crater in the middle of the map, which can then be explored as a new level. As for the levels themselves, it's fun to explore them and solve the many puzzles scattered across them to get the treasures, some of which can be fairly tricky. You also gotta be observant and pay attention to roadblocks that you can't overcome on your first visit so that you know exactly where to return once you get some power-ups or specific treasures.

However, there is a MASSIVE caveat for my enjoyment with this game: I completely and utterly abused of the rewind feature, since I played this on the Switch. You see, this game's level design wants to screw you up every step you take, with every stage being littered with enemies or hazards that either immobilize you for a few seconds or bump you back to a previous section of the stage after you spent a while getting to that point. Even the bosses exhibit that behavior, with any minor mistake making you exit their arena and make you work your way back just to get another shot at it, so every boss basically has a one-hit kill.

I guess it makes sense for a game associated with Wario to be constantly giving you the middle finger and annoying you, and I usually do my best not to use save states or rewind, but this one is way too infuriating to deal with. Maybe if I played the game on original hardware when I was a kid I'd have the patience to deal with the bullshit, but nowadays I don't have the time nor the patience.

So yeah, I liked experiencing Wario Land 3 thanks to the rewind feature, but I'm sure I would've dropped it if it wasn't for it.

Wow, it's the first game I ever worked on professionally! I'm marking this game as "mastered" considering I spent 2 years of my life working on it.

Look, there are other former Volition coworkers of mine that have guested on podcasts and talked about some of the issues this game's development went through. This game was supposed to be doing a lot more, originally. The ideas were too lofty to be pulled off by a team of Volition's size, poor management and meddling from the publisher damaged team morale, and a whole host of other things contributed to the poor final product.

The game was originally more of a loot-based, co-op action RPG with three open world cities that would update over time. The map updates were kind of like Fortnite's, but smaller and on a more frequent basis. New events would happen every so often that featured community goals, the kind you currently see happening in Helldivers 2. The ideas were neat, but it all felt very pie-in-the-sky.

The newly updated engine and tools Volition was using at the time were designed with this original game in mind... which means the tools needed to make a single player open world game with linear missions did not really exist. There were no cinematics tools and no tools for linear, checkpointed missions. So that's why the game launched with a shitload of bugs that would break mission progression.

Also here's a nitpick I have with the game that no one has ever pointed out. There are multiple areas in the game where way more scientist NPCs spawn than any other type and it's really jarring. Also all of the civilian NPCs look like they were built on a slightly different scale than the player characters. All of the civilians are kind of tiny looking, even when put next to the playable characters that are also on the small side.

i'm pretty sure i know one of the only existing fans of this game. he picked this for a game club that i participated in and it was only $2 so well... 🙂

didn't really know much about this other than the fact that it was infamously bad to an extent you don't frequently see these days. beyond that i didn't realize that this had actual combat/beat em up gameplay on top of the narrative based stuff. i wish i had stayed unaware but it's too late now.

the two gameplay formats are at complete odds with each other. the story has no flow to it because you're constantly being interrupted (in a jarring fashion) by another fight sequence. i could see a better execution of either the combat gameplay or the narrative itself appealing to fans of those kinds of things but given that they are both miserable slogs it doesn't make anyone happy.

i know there's a second run where you get sound and such but there's no fixing this for me. i'm not bothering.

A game that's focused on being the light in the darkness is one that has very bright moments of brilliance among a pile of flaws. Okay, I needed to let that weird and probably inaccurate metaphor out of my brain. Let's actually break this down.

I got into Alan Wake by recommendation of my brother and any fan of Remedy's games I could find on the internet. So I decided to finally give it a shot! After FFVII Rebirth I wanted to play some shorter games to wind down from such a massive RPG.

Now, after playing it, my usual reaction to anyone who told me to try it out is a mix of “Why? Why would you make me do this?” and “I genuinely understand the vision, and I share it as well".

And that is born from the fact that playing the actual videogame is not very fun. And while I found the idea of having to break enemies' guards with a flashlight first before being able to damage them (not counting flare gun shots and flashbangs) very cool at first, I feel like as the game goes by, the concept starts becoming very repetitive as most enemy encounters feel the same. It quickly starts to become very, very annoying. Specially when you have the entire army of darkness throwing homing axes and machetes at you that you usually have to avoid by using the most unreliable dodge button ever put in an action game.

However, every time I would get into a section of the game where I could just watch the story unravel, read a manuscript, listen to a radio show, or watch the characters interact, it was delightful. It's a bizarre story that's surprisingly funny (whether it's intentional or not) at times, with interesting ways of preparing its plot twists and making the player believe they are going just as insane as Alan himself is.

What I'm trying to say, is that 1. I don't think that Alan is as unlikeable as a lot of people led me to believe, while he gives an awful first impression. It takes having to interact with a friend that has a creative hobby, whether it is writing, animating, drawing, you name it, you quickly come to realize that being creatively blocked fucking sucks, and I can also speak from experience with that. And 2. Barry is absolutely GOATED, I wish I had half of his charisma.

At the end of the day, even if I had my complaints with the gameplay itself, I found myself in more situations where I would go, “Oh, this is why people love these games,” and I want to see more of it. Soon I'll go into the DLCs, and maybe later this year, both Control and the direct sequel because I HAVE to know more.

hey. so this game is pretty cool. its like a satire of trendy start-up culture or whatever and ngl its sometimes a lil cringe and wont age well but thats okay. i know roguelikes are poppin but thats a big ask upfront sometimes. i gotta put in alot of work before i even know if the game sucks or not lol. im a renaissance man, you gotta court the yalp. anyway i kinda like this “series of mini runs” approach cuz the investment to payoff ratio is a bit more consistent and thats just like….. better

speaking of better, going under is set up in a very non-egghead way. instead of crunching numbers, combat focuses on a more “chaos baller” style of engagement. things are exploding, youre grabbing chairs and keyboards, victory is determined by how much you can go wit the flow, think on your feet. most of the skills make more things explode, or give you command of the explosions, or make people date you. i thrive in chaos, i love to go hyatt (she makes that noise cuz its like zelda) and i too hate capitalism and love spongebob

anyway games pr sick
see you later gamer dweebz xoxo