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I love when indies see an obvious gap in demand like 'hey why isn't there a good modern standalone Nazi Zombies game?' and just go ahead and do it themselves. This is great. I do sometimes question the ways maps are laid out though.

You will suck toes, chests, and shoulders before eventually facing boss battles against a backflipping mother and then a father who's attached an insect repellent strip to his head and has resorted to using his forbidden ki blasts to rid you from his home.

This game is like nothing else; a great example of the PS2's wide range of weirdness

I'll preface this review by saying that I played Banjo-Kazooie on the original N64 when I was a kid and on the Xbox, Switch, and emulator more recently. In short, an amazing early 3D platformer and one that deserves your time to this day. If Super Mario 64 was the birth of the genre, Banjo-Kazooie was the first evolution. The game breathed new life by satisfyingly combining platforming with exploration, puzzle solving, story/character interactions and an ABSOLUTELY BANGER SOUNDTRACK. SM64, the hallmark of the time, I would say is the better game in terms of strict platforming, but it doesn't hold a candle to Banjo-Kazooie when it comes to any of these other factors. This is a game which you can really tell was made with charm and style forefront in mind, from its quirky cast of characters (with their iconic, and frankly genius, dialogue audio) to its inspired and thematic level designs. In what other game can you get a game over screen where a green witch who only speaks in rhymes steals your kidnapped sister's beauty and transforms into a stereotypical hot woman? These sort of touches are what makes Banjo-Kazooie a gem among its peers which stands out even in the modern era. I could wax poetical on this game all day so I'll end it with this: Banjo got into Smash get fucked everyone who told me he wouldnt.

dog i hate it here so much. i'm minding my own business, poisoning random passerbys with my Pimpy Son Opp, when this guy with a fuck-off arm walks up and starts doing Rising Tackles on my boys. He kicked one of them in the nuts and a crowd cheered. we're in the middle of the desert. I hit him with a club and then he started crying and we all felt really bad. Where's Jagi man. this shit blows, I want to go home.

I seem to get endless mileage out of just playing with friends against bots. I would; however, be interested in playing Cho'gall with one of the many people who post weird shit in the public chat. I wonder if there's a dating app-type thing for something like that.

"Henry Tudor is my name. But I find it tiresome. You may call me Yugi." is such a raw line you'd think it came from Shakespeare but no. It's from Yu-Gi-Oh! The Duelists of the Roses.

okay actually what the fuck? what the dog doin

This games fuckin weird bro. Pretty much every individual part of this game goes for a completely different tone, and it all comes together as the gaming equivalent of eating paste made out of bananas, peas, and sardines. The visuals are made up of reasonably solid looking (albiet framerate-chugging) levels populated by uncanny-looking people. The writing is immensely crass and immature, with a wise-cracking snarky dog interacting with a myriad of cheesy stereotypes with enough poop/fart/sex jokes added in to make any middling dreamworks movie blush. The soundtrack ranges from bumping techno jingles to ambient music that straight up astral projects me to another plane of existence. Our doggy protagonist moves and animates with a shockingly realistic attention to detail compared to other cartoony platformers. It really does feel like the games director, writers, animators, composers, and designers all misunderstood the assignment in their own unique way, making the game an absolute tonal rollercoaster. And that's not even considering the unfittingly eerie and morbid ending.

The thing is though, the actual core game is a pretty solid collectathon, and the more I played it and got used to the serial-killer vibes the game has, the more I honestly enjoyed it. It really did feel like there was a lot of genuine thought in analyzing what dogs do and how to convert them into palpable game mechanics. Like dogs usually just beg, retrieve stuff for people, piss and shit everywhere, dig around in the mud, bark at things, sniff around random places, and eat potentially questionable food from god knows where. All of those aspects of being a dog and more are covered in this game, and the main gameplay of doing dog things to accomplish tasks to earn bones to progress is just as fun as collecting progress mcguffins in any other collectathon.

The game is weird, but it's not half-assed shovelware. If anything, the bizarre vibes make this game certainly hard to ever forget, and I could definitely see this game leaving an impact on me in many different ways if I had played it growing up. It definitely has a cult following, and I can honestly see why. Give it a shot if you enjoy some absolute strange fuckshit. Sasuga europe

This review contains spoilers

This game is cool.
Mondo cool.
The thing is, it takes it's time to set it. It shows you how it puts the leather jacket, the sunglasses and hops on the motorcicle, talking to you about how the goverments' full of shitheads while punching the cellphone off your hand.
And then it pops the collar of the jacket, kickstarts the bike and blows your fucking head.

A very complicated game to talk about, with multiple layers of meaning and ways to present them to you.
An analysis of the world post-9/11 with a refreshing outlook on the tropes of nationalism and East vs West, Killer7 gives you the task of bringing forth an "Utopia" by terminating in covert opperations everyone who opposes the Brave New World, Japan in this case. In response to this, the country develops a document that instructs how to build the perfect nation, itself imbued with magical powers that bring fortune to whoever utilizes it. The stakes are high and losing can result in annihilation.
All of this is also intertwined with the story of your own group, the Killer7, and the secrets the mastermind Harman, a senile man with multiple personalities, holds. Little by little you uncover what this entrails for each persona inside of him and what unites them aside from their line of work.
And yet there is another layer of surrealism permeating everything. Suda51, the director of the proyect, certainly decided to Stop Making Sense and embrace the ridiculouness of a world with no internet, no wars and interconintental highways made in an effort to stop terrorism (a complete and abject failure).

Finally the " Kill the Past" in this particular work certainly feel pessimistic. After all you and your characters try to do to perseverate, the game closes reminding you that "[...]the world won't change. All it does is turn"...and after all I played through, I have to say that's fine by me. The world may never truly change, but you yourself can try to.
Now, let's dance