3767 Reviews liked by ProudLittleSeal


The groundwork for the best lightsaber combat in the entire Star Wars video game library, paired with the best use of force abilities within said lightsaber combat.

The closest thing that young me had to a horror game and it sticks with me for that reason. I was always too scared to play the game as a kid, but loved exploring despite that. I would get lost all the time and have to take breaks from being frightened. Still, I eventually came back to the game years later and completed it with a newfound appreciation for the gameplay, music, and art design. My favorite 2D Metroid game.

If you own a switch this game is a must play! Having been more of a fan of the 3D prime games I was still delighted to see Metroid's new return to form. The only 2D Metroids I have played at the time was some of Super and a little of Samus Returns. Just booting up the game gave me chills and then after a cutscene I was thrusted right into the main game. Every power up has a short tutorial window on how to use it at a basic level, more advanced techniques are yours to discover. Level design is superb and made me feel like I was playing Super again. Boss fights are initially difficult but are simple once you learn their patterns. The game does a fantastic job of making you feel good with this boss design. My only real gripe with the game is the "Metroid moments" where you need to shoot dead ends to find a hidden wall. These are fairly uncommon at least. The gameplay is fast and fluid like you would imagine a modern Metroid. The story fits right in place and leaves room for future installments or even a DLC. Just a great experience that should be had by all.

never has a game with a cooler concept been so boring

between the hilariously high input delay, joycon drift, all the characters being nearly identical, the game’s movement and system mechanics being designed for “casual” play making it have an awful game feel (surprise surprise, removing player agency for “casuals” and adding a bunch more endlag for no reason just makes the game less fun for everyone), and probably several other things, this is probably one of the least fun party games i’ve ever played.

it also sucks as a competitive game/sport, but post-Melee smash is just so dull in that department it's barely worth mentioning. 64 and Melee were just accidentally good.

Don't really know how to balance out the single player being mediocre with the multiplayer being actively great when not only is the majority of my gaming nowadays single player but the online functionality actively resists you trying to play multiplayer from a distance.

It's incredible to me that the supposedly hardcore professional scene basically takes away all the factors that could lead to surprise and challenge and turns the game into pansy shit where you ignore the actual mechanics

how many times can they release brawl and expect to get away with it

If you ever feel like you can't accomplish anything in life, just remember that a multiplayer game with netcode as shit as Smash Ultimate's sold 24 million copies.

Fun game but I do go back and forth alot between loving it and having it, Nintendo should either keep adding onto this in a deluxe version on their next system with huge qol changes or just scrap everything and do something bold

One of the most disappointing games I've ever played. The balance and gameplay changes made this one of the most annoying games to play online. While it's a decent party game, I do not see the appeal of this entry.

Day cannot exist without night. The comforting dark of night exists to give rest to the day which we cherish. A view at night is incomplete without the same view illuminated by day, for they are two sides of the same coin.

You cannot experience the most involved gameplay in this era of Sonic without experiencing the most bullshit that can be put into a Sonic game, holy shit, I'm not even referring to the werehog.

RE6 may have some issues but at the end of the day it's a really fun game. It's not the best RE game. It's long and overbloated. It's story is weaker than most and is way over the top in the most bombastic and cheesy ways. There is a lot to make you roll your eyes.

However when taking the game for what it is, it's a solid action game. A pretty unique third person shooter. It has a lot of focus on shooting, running, diving, doing back flips, meeleing and precise countering. The sheer amount that you can do is really cool. I know it's a little too hard on the action side than what most people want from an RE game. Still I can't ignore it's still one of the best co op games out there next to RE5. So many returning characters and different scenario's to play. It's a blast. Feels like something platinum games would have made. The more I play this game over the years the more I appreciate it and all of it's flaws. The things I don't like honestly don't nearly matter as much anymore to me. I can see why action RE fans like this title a lot.

PS I also loved this versions Sherry. What a cool way to reintroduce her. That and I really liked Chris's campaign.

Platinum #46

This game is so great, i will definitely play again another day. Stuart Little is just the best rat in fiction, love ya Stuart.

when you first encounter dr. naomi in NMH3, she's eking out a kind of solitary existence in travis's basement, resigned to her fate being entwined with a 'creepy-ass otaku' and promptly aiding him through all his savagery and debauchery. there's obviously still a lingering a mild undercurrent of disdain in their interactions, but dr. naomi is otherwise shown to be genial enough to continue to upgrade travis's gear. although it's not like she had much of a choice in the matter - her unexpected transformation into a cherry blossom firmly anchors her in the game's primary base of commerce, allowing her to fulfill her pre-established role as a fixed vendor from the convenience of travis's motel.

the question of how exactly dr. naomi became a disfigured and hardy tree given artificial life isn't necessarily central to NMH3's narrative, but i find it worth thinking about because it continues NMH3's perpetual tendency to allude to works of all kinds unceremoniously. in this case, the easiest analogue would be twin peaks: the return; in the 25 years between season 2 and the return, a character slowly and inexplicably evolves into a fleshy and gnarled tree pulsating with electric currents. this is nothing more than an incidental tribute - and not unexpected after something like 2018's the 25th ward references to twin peak's third outing - but an homage to the return will always make me reflect a bit because it is such an extraordinarily well-structured, thematically cogent, and thoroughly excising metatextual work that it still is every bit as arresting and affecting as the moments i first watched it some four years ago.

NMH3 poses as a ‘return’ of sorts as well; in reality, however, TSA, with its title literally referring to travis’s absence from the throne, is more likely to fit that bill. TSA was also a metatextual work – about travis and GHMs absence from the limelight, about what had changed over the course of close to a decade, about GHMs works, fears, and their future. in several respects, TSA may as well be NMH3, bringing a close to travis’s character arc and positioning itself as a vector for GHM’s next project.

these elements effectively make NMH3 a lot more like a big-budget reunion than a fully-formed closer to a trilogy, something comparable to a no more heroes: gaiden or no more heroes: the after years. i say this in large part because, in contrast to TSA and especially NMH1, NMH3 is markedly straightforward and almost juvenile in its affectations. i don’t envy anyone attempting to continue a series which defied continuity and explanation the way NMH1 so deftly did, but this is our third time returning to this nexus, so the hope would be that there’s an actual reason to be with these characters again, to inhabit this world. so to briefly sum up: to an extent, i think even NMH2 toyed around with the idea of franchise iconography and the role travis had foisted upon him in that world. TSA was, as was previously said, a game about absence, reflection on and mild interrogation of the indie space, about games themselves and the feuding ideals animating their development, about artistic love and loss.

what’s NMH3 about? we’ll get to it, kind of, but for our purposes it’s worth establishing a few things first, namely that this is a pretty significant departure from NMH1’s jodorowsky and seijun suzuki-influenced blend of inviting contradictions and abrasive lampooning (although it’s worth noting suda apparently has never seen branded to kill lol). if anything it’s kind of the opposite which makes it kind of wild that it released after TSA, NMH1 is very pointed about the intersection between stifling economics, dead end americana, and fan obsession with foreign work, whereas 3 is kind of like, ‘im travis and im 40 and kamen rider is still so fucking cool’ (not that hes wrong, just that that kind of adoration and those adolescent proclivities go totally unchecked here). still, it shares less in common with the kind of vulgarity-without-sincerity romp that NMH2 produced and honestly a lot more in common with suda’s short fiction, especially post 2010? im thinking very specifically about ranko tsukigime and kurayami dance, both works that are ‘closed-off’ or ‘shuttered-off’; they have a very definite beginning and end but everything that happens in between is a dense mix of dream logic, parodic undertones, perverse ironies, ‘i say it like it is’ genre statements – very much storytelling as irresolvable and inconclusive. shared between all three, there’s a strong narrative centering on non-sequiturs, an emphasis on artistic collaboration, and torrential floods of absurdity and surrealism fueling the game. hell, so many artists, such as animation teams like AC+bu, are common to both ranko and NMH3, even.

and i think for sure a lot of these constituent elements are present in other GHM/suda titles (that inability of narrative to resolve itself is a staple of NMH1), it’s just the explosiveness and the frequency with which you get barraged by these specific traits are at a fever pitch in those works. kamui shows up here in NMH3 and he basically does as kamui is wont to do, offering a bit of a skeleton key for understanding some of these works:
“[Things] had become quite the confusing mess. But somewhere inside that confusing mess hid the truth. What is real, what is not? … There is only one thing that is real. I am here in front of your very eyes.”

i think this is where my problems with NMH3 come into focus. i think NMH3’s invocation of that dizzying mess kamui alludes to is half-baked and barebones. unlike ranko tsukigime, NMH3 isn’t an absurd sidescroller that can be finished in 40 minutes. unlike kurayami dance, NMH3 isn’t a sub 30 chapter manga. NMH3 is a 12-20 hour adventure game. so while it shares much in common with these narratives, just the protracted nature of it results in maybe the last thing i expected a NMH title to be – just kind of boring? it’s a profound skeleton of a game in so many different ways, there’s not really a full-bodied texture so you’re left with a lot of entirely separate and only somewhat interrelated elements. how you feel about the game is left up to how you feel about any one of those constituent elements. for my purposes, i think a lot of this game has the seeds of something really special, but comes up pretty short.

when we catch up with travis touchdown again, he’s in the middle of doing something i think a fair amount of us do and are unwilling to admit – he’s looking up footage of a game he’s already finished, looking to vicariously (and perhaps voyeuristically) re-experience some of those same emotions, to temporally connect himself with a younger, more idealistic version of himself. i recommend watching it here, if only because in the same way NMH1’s intro frames the game, i think this is meant to be NMH3’s primary invocation of all its themes, running parallel to the game, and i like the remake angle the opener plays with because it feels like an implicit acknowledgement that so many sequels are really just remakes if you unpack them a bit.

in the proceeding cutscene we learn quickly about antagonists FU and damon’s origins, lovingly animating an ET-esque tale of nostalgic childhood tenderness gone somehow wrong. FU promising to return no matter what is a bit of cheeky writing, and the transition seamlessly shifting between aspect ratios as the scene shifts to the modern day is a great touch as well. damon (based on known shit-for-brains john riccitiello, a can of worms im not really interested in opening in this review), has apparently used FU’s powers to position himself in a place of executive power since the days of his mirthful childhood, and signals FU back to earth, where he pretty much immediately sets out on planetary conquest. in the original reveal trailer this is revealed as its own fakeout IP in the form of goddamn superhero, right before travis crashes the party. the kind of IP conflict this opener promises – between a resuscitated old franchise built on subjugation of nostalgia and clearly alluding to the MCU, in conflict with the brazen punk nature of NMH – is the kind of fertile ground NMH3 is built on, but fails to really capitalize on.

after that, the two plotlines intersect. travis is interrupted and called to action before he can figure out who deathman is, sylvia immediately begins fulfilling her designated intermediary NMH role, some dire shit happens, and the game kicks off proper with revenge serving as the impetus for taking down FU. it’s here where we’re introduced to the systems of the game, harkening back to NMH1. we can explore an overworld on foot or on bike again, participate in side activities like gig work, and hunt for small collectables and trinkets. structurally, however, it’s difficult for me to say this was worth it. performance is taxed to a degree in the open world and it’s barren in a way that feels unacceptable, fragmented across different islands, some of which are inaccessible from beginning to end. but even on spicy difficulty where i played, you only need to check out some of the barebones gig work a couple of times just to see what’s there, and you’re more than comfortable to just engage with the designated matches to advance in the narrative. they’re there because they worked in NMH1 and people like it, but they don’t recognize how interwoven those elements are into NMH1’s thesis. perhaps there’s a read in which you can argue it’s fun work for work’s sake – it’s nice to see travis turn the act of lawnmowing into stylistic expression – but it just feels noncommittal and compartmentalized.

which is another problem imo…NMH3 doesn’t have levels, you travel to points in the map to engage in little designated battles that take 2-5 minutes to complete on average to deflect from the fact that there’s no substantive content and to give the combat system some meat and heft. and i do think the combat is kinaesthetically really appealing, in a way kind of the artistic statement of the year, it’s so garish, the way the voxel art and weird low fidelity environments and excessive blood and splatter effects all coalesce into conveying an off-kilter unreality, but it sucks that the combat is what’s on center stage and nothing more. even if the enemy designs are generally serviceable and the gamefeel is solid, i found myself wanting more than contextless skirmishes. midoris one of the better fights in the game purely because there’s actually a level here with good ideas and imagery relating to her character and background fueling the stage before travis’s competing subconscious infects the scene and they fight in a tokusatsu rock quarry.

NMH3 in that respect represents NMH at its most gratifying. it just feels good, despite it all. part of this is that your slot machine upgrades don’t grind gameplay to a halt to do some other weird mode of gameplay for a bit but they all naturally come together to form random bursts of unrelenting power expression. gold joe is probably my favourite fight in the game – soundtracks fuego, mechanics are simple, gimmicks unique, and the fight is very readable without compromising too much on difficulty, it fits the style of game NMH3 is trying to be the most. and that’s where that slot machine integration comes in because it’s entirely possible to stunlock these guys into oblivion when all is said and done, combining a smidge of luck with some of the very minor okizeme nuance present in the game – i basically one hit killed FUs first phase because i got luckily enough to trigger mustang twice through errant slashes and he got stuck in my cage of fishermans suplex torment. i still don’t really know what his moveset looks like in the later stages of the fight. that’s a gratifying thing in my books, perfectly in line with NMH’s ideals.

still, it’s a bit uninspired and tame otherwise in how it achieves that expression, and i wish there was a bit more meat on its bones. it’s technically the best NMH combat system, but it achieves this through:
- configuring dark step as witch time
- having enemy types
- boring death glove DPS mechanics
which is really kind of a shame because it’d be nice to have more in the way of formal experimentation, particularly after some of the crazier death glove abilities in TSA. this is basically killer is dead 2 for all that that’s worth, and it’s not particularly interested in tying any of these combat mechanics into a greater core. it’s just a Component in an, again, extremely compartmentalized game, unlike NMH1’s brand of, to this day, really unique bushido/lucha combat. it feels homogenous with action titles i’ve already played, yknow?

that retreading, homogenous feeling, is what’s most disappointing about NMH3s conveyance of narrative. everything in the opening establishes some ideas and themes that lose a lot of their momentum as you engage with the game, throwing in NMH1’s subversions of boss battle identity and coyly alluding to it at times as an unsatisfactory way to shake things up. i think where NMH1 and TSA are pretty unpredictable, NMH3 is firmly predictable and monotonous - there aren’t as many hooks to engage with, not as many quiet moments to reflect on…i imagine there will be some sects of the internet who think NMH2 deserves a reassessment after this and my answer to that is a hearty no, that game’s just absolutely miserable to play, but even that title has something like the captain vlad fight which i really liked! and a fair amount of my positive feelings on NMH3s battles mostly stem from whether or not they were fun to engage with on a more tactile level rather than leaving me with some narrative or aesthetic thread to deliberate on. the multimedia, ‘binge streaming’ format the narrative is conveyed by feels holistically appropriate in this sense, because it really is No More Heroes as unchallenging content, No More Heroes as brand ip, No More Heroes as obligation…in a world where games more than ever unironically resemble NMH1’s implicit criticism of the open world city format, what could or should NMH3 be bringing to the table? because it’s just more of the same here.

if travis feels at odds with it, subsumed by it – i think that’s the fairest way i can read this game, even if it doesn’t feel like something the game is perhaps entirely committed to. sylvia is travis’s partner but you wouldn’t guess it in this game, she’s resigned to her designated role as matchmaker and manager, pitting travis against battle after battle to keep his bloodlust sharp and flowing (which maybe in some perverse sense means someone like her is inadvertently the ideal partner for travis), but that elides that she absconds every time travis attempts to talk to her more meaningfully. and i think maybe what the game attempts to stab at is that complete and total death of meaning in the macro sense as we prefer to engage with things in the micro sense. im pretty sure this is why it ends in the dizzying manner that it does, even if its post-credits scene is something a great many of sudas works already do (ranko, SOTD, etc). travis’s life is now battle for battle’s sake; the game doesn’t think to ask how he feels about that because it’s clearly still duty to him at this point in time, but one of the only other meaningful connections he’s fostered is someone like bishop who he can just sit back and crack open a cold one with, sitting through miike film after miike film having these podcast-esque discussions as this weird place of respite. sylvia even thanks bishop for taking care of travis, so it's clear she's aware to some extent of what he's being put through. still, his inability to connect with sylvia does frustrate him but there’s not a lot he can do about that given she’s been shuttered off into the role his life demands of her. hell, so cyclical is the absurdity in travs's life that characters from separate narrative continuities like kamui and midori (with kamuis malleable and impermanent physical appearance fittingly shaped to appear as a younger otaku in this title) explicitly allude to glamour camping in this universe, because, well, it seems like there’s a vaguely interesting show going on here – why not change the channel for a bit? in that sense i do think some of the spirit of KTP is in this title, but not in a particularly substantive way. i should also probably point out that i didn’t expect any of those narrative threads to be in this game, because that’s insane, and i specifically wanted for NMH3 to be another expression of NMH, however that might manifest. but if these are ideas NMH3 wanted to chase, i don’t think it needed to explicate them necessarily so much as it needed clarity and focus; after all, much of NMH1’s thematic strength is expressed in the margins. i kind of liked ranko, and i greatly enjoyed kurayami, both of which are similarly works defiant of continuity that still feel complete and total, whereas this is just distended for much of its runtime.

maybe the other fair thing to point out is that my favourite narrative content in the game is usually in the smaller moments, particularly the optional bad girl arc players can choose to engage with wherein travis attempts to console her by making anime recommendations. classic stuff there. but otherwise things just kind of happen with hardly any sense of importance or dramatic rhythm, and while it’s unrelated, you can sense that the most in the game’s pared back soundtrack – a surprising wealth of these tracks are lacking in pulse or energy, particularly the battle tracks which are composed by nobuaki kaneko. he later went on to form the band red orca – their debut album features so many of the tracks listed in this game that have all been given extensive and lavish production, whereas in NMH3 they’re all significantly pared back cascades of white noise. not as relevant to the discussion here, but feels like an apt metaphor.

i really think it’s admirable that a game like this can swing for the stars, but not every chance at bat will be a home run. i expect that this will become something of an MGSV-type debacle in a few months time, since it’s clear that covid production, budget issues, and technical problems took a butcher’s knife to this game, with it being confirmed that there’s over an hour of cutscenes missing from the game and probably even more content missing as well judging from suda’s own description of what’s absent, such as boss fights and fully developed areas. but, all the same, im really not sure it’s a game that can find life in its wounds like MGSV can be said to accomplish…but it’s all the more frustrating that it’s impossible to say, as well. maybe there’ll be a director’s cut, but it seems highly unlikely given that this is travis’s last hurrah and marvelous has the rights to the IP. it ends up offering an interest contrast to killer7, a game salvaged in a similar edit that brought everything into comparable focus. with NMH3, the dominant sense is that everything is disparate and disconnected. i can say that trying to make any semblance of cohesive statement on this game is hell, which explains my overwrought nature this time i suppose, but then, NMH3 is like that too. meditation on weaponized nostalgia? ouroboric game about audience’s inability to let the past die? a work about the futility of mechanics-oriented design? impossible to say, but i could have appreciated its resistance to any easily read interpretation (in part because i think treating works purely in terms of the message they purport can be a reductive lens) if its parcels of content were more meaningfully engaging, but they unfortunately arent. by the end of all these competing conceptions of media, it's only fitting that they all meet at their 'final destination'. it is what it is. see ya in the next one