14 reviews liked by Pidro


Builds off the base of World Championship 2009, which had taken a completely different direction to the ones before. This one is definitely a much lesser jump, but features new areas, new duelists and of course, new cards.

It includes the same box puzzles and stealth sections as before (the stealth sections take place in the exact same hallways as last time), but now there's also a handful of "time reverse" puzzles which are some of the slowest sections in the game. To be honest I'm not a fan of the story stuff in general. Dialogue goes on way too long for a narrative I just don't care about (I've never seen 5D's, which I assume this is a direct re-telling of, but with an OC thrown in, kinda like Spirit Caller). The city of Satellite is just kind of boring with most areas feeling the same, though the brief trip to the Spirit World was a nice change, and I wish we could get more places like that, but I understand it's not the games fault as long as it wants to stick to the anime.

Luckily unless you want to rush through it, the story takes up a relative little amount of the time you play this game, as unlocking packs requires so much grinding of duels that you can go hours without progressing. Which sounds like a bad thing, but for me I enjoy it.

One aspect I've come to appreciate from these games over the Tag Force series is how you can't just duel anyone at any time. Tag Force stories feel anti-climatic because most of them just have duels against people you can find on the overworld and duel infinite amounts of times. These games make major characters like Yusei and Jack inaccessible except for specific story points, until the post-game where you can duel them as much as you want.

I appreciate that the game made DP grinding a little easier too. Slightly buffed numbers to certain bonuses, and a "bonus bonus" which continuously goes up the more bonuses you unlock. This gives a purpose to all those bonuses that you can get for summoning hard-to-summon monsters, as in the past it is never worth trying to summon Gate Guardian for an extra 100 points, but now do it once and not only do you get those 100 points, you also get an extra point for every duel going forward. Still not worth it? Maybe, but the more of these you do the more it adds up, and if you plan to grind a lot, it makes it worth it in the end.

And speaking of grinding, you can get speed spells from the expanded duel runner side game. While buying them from a pack is an option, doing these short time trials can net you up to 3 speed spells per ~1 minute run, plus some DP for your trouble. Unfortunately buying actual bike parts still costs DP no matter what.

While I do think this game is better than the last, and how couldn't it be when it's basically just that game but a little more, it doesn't fix many of the issues I had, and in some cases makes them worse. Performance in duels is still bad, especially when the field starts getting full and the AI takes a long time to do anything. This is exacerbated in tag duels where you need to wait through 3 AI turns to get to a single one of yours.

Card distribution is still so freaking bad. Archtypes are spread out across so many packs, all of which can only be gotten at different points in the story, and many can only be unlocked post-game. It's near impossible to build actual decks beyond just strong staples for most of the playtime.

I still think Turbo duels are the dumbest most half-baked idea. I already complained about them in my last review so no point doing it here.

The lack of ability to unlock anyone from past series sucks. And I can't remember if it was the case for the last game, but even your tag partner choices are heavily limited in this one. At least in 2008 I know you could get absolutely any duelist as a tag partner by dueling them 10 times.

I'll be real, while I think it's still fun, I don't care for having a story in this type of game. I loved 2008's world concept where you unlocked different areas and fought against different opponents, many of which had different gimmicks. And where beating challenges would unlock anime characters in World Championship mode.

The only roguelite I ever got into majorly was the Binding of Isaac. I played Hades and Returnal but while I thought those were fun, I never played them for too long unlike Isaac (I should get back to them though). Cult of the Lamb however is now the 2nd roguelite I've ever beaten a run of. Did I like it? Yeah I enjoyed myself but compared to something like the Binding of Isaac, this game's lacking a bit.

The first thing you'll notice about this game is it's not just a roguelite. It's also a management simulation type game. Basically, the times you won't be playing through the roguelite sections, you'll be working with your cult on a day to day basis. You have to make sure they're fed, make sure they have beds to sleep on, make sure to clean their literal shit as well as making them do tasks like harvesting crops or mining rocks and stuff. Also, since you're the leader of a cult, you can also perform rituals and sermons daily. At first I found this really refreshing and a nice break from the roguelite sections. Well, I'd say its the other way around as you'll be in this mode a lot more than the roguelite sections. While this part of the game is fun, it never gets super fleshed out at all and becomes a bit tiring in the endgame, at least for me. I will say, this part of the game did kinda freak me out with the depictions of cult behavior. Idk why honestly since I don't get freaked out by stuff like this usually but after a bit I got used to it.

In between these simulator parts are the roguelite sections. Compared to something like Isaac, these are not fleshed out at all. They're fun but in terms of content, there's not much here. You have a small assortment of weapons to choose from. They can have passive abilities but each type plays the exact same each time. You have a regular attack, then a strong attack which uses fervor as well as specials you can collect that also use fervor. Fervor is basically just like SP you can collect from enemies to perform these moves. You don't have much in terms of a move set and it pales in comparison to Isaac's many synergies. You can also get tarot cards and relics which both provide other upgrades or abilities but there aren't many of those either and I kept getting the same ones a lot of the time. The bosses are pretty fun I will say and while I didn't find this game hard really, some of the later bosses can be tricky. In the early game, I was having a blast with the simulator section and less fun with the roguelite section, but in the endgame, it was the opposite except the roguelite section was just fun rather than a blast.

I will say, probably the aspect that holds up the best is the art style. Despite some of the disturbing stuff you can do in this game, it never is that bad (despite me being creeped out at first) because of how cutesy everything looks. In general, it's just a really nice art style and everything looks really good, as long as it doesn't glitch out on you.

Yeah uh, I saw some people mentioning glitches and while they never bothered me, it is worth mentioning. I played the PS5 version and every time the start of a new day happened; the game would literally freeze for 5 seconds each time. You get used to it but the first time it happened I thought the game crashed lol. I also had an issue where followers would glitch out and work on something like a block or two away from where it should be so it looks like they're working on nothing which is distracting. Also had a glitch at the very end of the game where the floor texture would go from looking normal to being reflective like water. Idk if all this is just in the PS5 version but it all happened throughout my game and it's worth mentioning.

Overall, I enjoyed myself, but I wish a lot of the game was more fleshed out. The simulator and roguelite sections are fun but because they're trying to balance the two, neither feels super rewarding in the end. The fun concept, cute art style and really fun early game is what made me enjoy this game in the end. Just wish it was better overall. Also didn't bother with the platinum despite it seeming easy enough. Looks like it requires way more playtime than I'm up for lol.

si Persona 3-5 fueran buenos juegos y tuvieran una historia realmente madura en vez de un drama pretencioso. el videojuego:

si no hubiera sido por todo lo referente al gameplay que se siente arcaico y una estúpida dificultad la cual puedes terminar matando a Hittler en hard con la opción de autocombate, le hubiera puesto un 4.5. la historia, los personajes el OST fueron cosas sobresalientas y que ha sido la razon por la cual se ha convertido en mi Persona favorito. ojala Atlus se deje de estupideces y reconozca que Persona no empezó con el 3 y a largo plazo hagan un remake del Inocent Sin usando como base al futuro P6.

por cierto Sabías que en alemania hacen cosas buenas?

Somehow timed my playthru to end on actual March 5th. This was always my answer when someone asked me what my "dream remake" would be. I still can't believe this game is real.

In a lot of ways P3R is as good as you could wish for a remake to be, but its visual and auditory shortcomings are hard to ignore. Still this is one of the most fun RPGs you can play and I barely put it down since release.

First thing you'll notice is that the UI and character animations / art are mostly incredible, I love the ocean blue aesthetic for the menus and it doesn't feel too much like a copy of P5's. Gameplay is amazing, incorporating the best mechanics of newer games like the Baton Pass but now with actual balancing. The "Showtime"-esque mechanic with flashy special attacks isn't completely braindead and adds new strategies. This is pretty easily the best combat in the Persona series and every boss fight has been upgraded a lot in terms of gimmicks and challenge, making them stand out more from one another. Tartarus has also been fleshed out considerably speeding up the levelling process. You can mix and match all party members without anyone falling too far behind. P3 already had the best written story but certain characters with less screen time in the original have been given way more attention, and the male members of SEES can be hung out with giving their own bonuses. Finally QOL changes mean the average player will see much more of what the game has to offer in the side content. So both gameplay and story are a huge success here!

Sadly Reload didn't even try to be a definitive version of P3. Besides the obvious missing FES content (likely getting added as expensive DLC) and Portable, there's much more terrible decisions. The most insane is obviously the remixed music. The P3 OST is one of the most beloved of all time and not even having it as an OPTION in the remake is downright criminal. WIthout exception every remix has worse mixing and less power than its original, and the sound effects are weaker too. The vocalist doesn't fit P3's vibe and sounds like she's straight up struggling with the songs. New tracks are decent but again don't fit the mid 2000s vibe and were clearly made without Meguro's involvement. Presentation is also all over the place. It can look really nice in the day sections with the 60fps and raytracing implemented. but a lot of Dark Hour scenes look horrible now. How is it even possible for a PS2 game to have better lighting than a PS5 one? My last major complaint is the new anime cutscenes. Any sense of the raw edginess and symbolism of the original is gone for a much more sterile direction, and the scenes chosen to be 2D animated are randomly chosen like the awesome awakening scene which is now animated in engine and it just kinda sucks.

It doesn't replace FES for me which still reigns supreme in terms of SOVL but it could maybe have been perfect had it been given more time and budget. Now we have 3 completely different versions of P3 :D

So proud of trans people for finally reaching the 3rd dimension

When I was younger I had 3 Yu-Gi-Oh games on DS - This one, Spirit Caller and World Championship 2007. For years I've had the opinion that Spirit Caller was my favourite. After replaying both that and this, I can say my memory did this game dirty.

Duel World mode is exactly what I want in a Yu-Gi-Oh game. It isn't really a story mode, it's sort of just maps with duel monsters that you can duel, who use a variety of decks generally focused on themselves as their key card. But what makes it great is that there's a ton of little gimmicks in each world. For example in the very first world there's a colosseum where you use structure decks (based on the ones from the real world at the time) to duel the AI with another random structure deck. It's a great way to earn the in-universe currency early on when your own deck would be lacking since you have 13 ready-made decks to use. And if you win with all 13 you get an extra reward, which is a single copy of every Amazonness card! Though admittedly that reward sets a standard not really met by any other challenge in the game. You can get cards from actions in the duel world, but it's generally just a single copy of a random card and never a full playset of an archetype. For example in one world there's a monster who is being "burned" by some fire-related card, and if you win the duel you can save him and get that card. There are chests in some maps which could contain a card (usually chest-related), fight a mimic monster, have DP (the currency of the game) or nothing. Even just winning against random duellists have a change of giving you a card related to them/their deck.

Other fun challenges in these worlds include things like duel puzzles, consecutive duels where life points carry over, having to use a monster-only deck, in one world every duel is a tag duel, and many more.

Not everything is a gimmick duel though (except tag duels in the 4th world). There's plenty of spirits around to have regular duels against, but these additional challenges are just a fun way to shake things up and get you to try out different decks.

As I said though the rewards are never as good as the colosseum makes you think they'll be. Generally they'll give you an anime character to duel in "World Championship" mode. The mode the game is named after. IN that mode you can...just kinda duel opponents and nothing else. It does eventually unlock 8-bracket tournaments, but otherwise there's no real difference from dueling here to dueling in duel world. Of course the opponents here are different (beating a spirit in DW mode 5 times unlocks an "upgraded" version of them in WC mode, so like beating Skull Servent 5 times with unlock King of Skull Servants. And as mentioned there's anime characters here who aren't in Duel World).

Depending on how much completion rating you feel like doing the game is actually super non-grindy. I think you only ever need to beat every opponent once each to get to the end. Of course unlocking more stuff will have a bit of a grind. As mentioned unlocking opponents in World Championship mode will involve beating everyone in Duel World 5 times each. Beating X opponents in WC mode unlocks packs too. You DO unlock packs every time you reach a new world so it's not like doing the bare minimum would leave you stranded with your starter deck, so it's really just rewarding the grind with more options.

Actually getting DP in this game is a little different than Spirit Caller. In the latter, along with all regular bonuses post-duel you got a big bonus every time you levelled up where you'd get DP = to your new level x 100. In this game there is no levels, so instead you get DP equal to the amount of total duels you've had divided by 10. It starts very slow but eventually you'll start getting a lot of money for every duel. However there's also a consecutive win bonus. Let me say this right now - if you want to cheese the system just save after every battle and do a reset to the menu whenever you lose a duel. You can effectively go the whole game with a full consecutive win bonus which will result in massive amounts of cash the further you get. I was too dumb to do that, but if you want to cheat your way through a 16 year old game in a very niche franchise, there's your way.

Anyway that's all I have to say. Duel World mode is fun and much better than the dragged out story modes of Nightmare Troubadour and Spirit Caller.

An entry in the Trackmania series that doesn't quite measure up. The canyon environment looks nice and the drifty handling is a nice change of pace from the handling of Stadium. This much is true. However, end of the day, if you're playing Trackmania you want it to handle like Stadium, and you want that classic streamlined Stadium look. The Canyon aesthetic , while pretty, causes a lot of custom courses to be cluttered, making it harder to figure out where you're supposed to go. Not ideal.

The game is meh, combat isn't that fun and there are not much things to do, the game never explains nothing to you, and feels repetitive.

Not related to my rating of the game but the UI font really doesn't look good, it feels out of place and cheap, but it's probably because the intended language to use was Korean

one of the best stories in the saga, being released in a bundle outside of japan was the best idea capcom had