163 Reviews liked by RazII


I never thought starting this year that by the end of April I would have finally played all 4 of the original classic Phantasy Star games. They have been on my bucket list for years and the experience has been a mixture of surprises and Phantasy Star IV: The End of the Millennium is no exception.

To start with I really want to get this out the way that this game is by far the best of the 4 games. It takes all the good parts of Phantasy Star II and builds on them in all the right aspects while still linking the story of every game in the series together. It really feels like it ties the plot up for all of them while still being able to play it on it's own. It's an incredibly well made experience with a couple of aspects that really stood out in particular.

Story wise the game takes place 1000 years before Phantasy Star III and 1000 years after Phantasy Star II which in turn was 1000 years after Phantasy Star I. We are once again in the Algol star system following mercenary hunters Alys Brangwin and her apprentice Chaz Ashley on planet Motavia. They have been hired to take care of some monsters that lead them on a steadily longer world saving adventure than they could have anticipated. The writing and story of Phantasy Star IV is a massive increase in quality over it's predecessors with full comic like panel cutscenes, genuinely funny jokes, facial expressions and stand out personalities making the story moments actually a delight rather than simply a cardboard set of instructions for the next location. This was such a pleasant realisation within less than 10 minutes of starting that this was going to be a much different experience than I initially thought.

The game moves at a fast pace generally and while certainly not linear I would say it seems very focused so it's quite clear in most cases where to go but still plenty of space for side exploring and without being super grindy. The combat is still turn based and the dungeons are third person. The most interesting thing about the combat is how kind of insanely ahead of it's time it feels. Though it has the basics of the genre in that you can attack, use magic and items it also lets you can set up macros from a list prior to fights. These serve as pre selected moves for your whole party for that turn. For example I had 'macro A' set up as my opening gambit to cast buffs for defence, attack, speed up and a strong attack spell so I didn't have to manually select them each time with 'macro B' as all attack, C as spells etc. Certain combinations of spells or skills would also unlock extremely strong special attacks like a combo though you would have to experiment or look them up to know what they are and set them off in the right turn order uninterrupted.

Another stand out feature I didn't expect is the game also has a hunt system at the guild so at this point I am really feeling like Final Fantasy XII took the gambit system, hunt system and Star Wars influences entirely from Phantasy Star IV... It's obviously more limited here to only a dozen or so and are essentially side quests you (sometimes) get rewards for but with the improved dialogue, characters and towns it all comes together to make the game and world feel very alive for a title in this era.

Visually it's colourful and crisp and the aforementioned anime scenes are fantastic. I love the art style and designs that Phantasy Star II really solidified for the series. I've generally enjoyed all the music in the games so far but like everything it feels like Phantasy Star IV just cranks it up to eleven with every track creating this crunchy electronic bass the megadrive was so good at. There is even a great Phantasy Star 1 remix as part of the OST.

Honestly I really loved Phantasy Star IV and it is easily in my top games to recommend for the megadrive for it's pacing, production values, compact design and scenes but there is one thing that does hold it back from a five star award from me. It goes through party members at such an insane pace it's a bit strange with characters constantly coming and going sometimes within the space of a dungeon or two. They were often the ones I liked most leaving me consistently with Chaz who, and let's be polite to him, is an unlikeable idiot. It is however only a small nit-pick really in an otherwise fantastic RPG I would recommend.

+ Anime scenes and dialogue make the game feel slick with personality.
+ Macros are such a great feature for setting up combat instructions in a seamless way.
+ Music is fire.

- Going through party members like disposable cutlery with the story pacing.

I hate philosophical games because i don't understand them

It’s about making the most of your short time in life yet it’s 82 hours long? Hypocrisy much?

I only found out this game existed a couple of years ago as my interest in the Sakura Wars franchise grew thanks to work by fans on patches bringing them over to the West in English for the first time. Sakura Wars: Go Forth Young Cadet! as translated is kind of an interesting game. It seems to be set during the latter half of the first Sakura Wars game (1996) and to be honest I feel that playing that first is a necessary perquisite to play this. Knowing the characters makes a huge difference.

You play the role of a young unnamed candidate with high spirit power scouted by Vice Commander Ayame Fujieda of the Imperial Assault Troupe. If successfully chosen you are invited to a month long trial with the troupe to see how you perform. The premise is kind of...odd to be honest. This is never mentioned in any form to my knowledge anywhere else (so probably isn't regarded as cannon?) and recruiting someone off the street for only 30 days to teach them everything about a top secret military unit hidden in the heart of Tokyo with no intention of keeping them permanently? It seems a little tactically unsound.

Regardless the premise sets up for a clean slate to meet the girls from the unit and spend time with them either training or just socially. The cadet has several attributes to manage over the 30 days. Stamina, Intellect, Spirit Power, Guts, Agility and Accuracy. You can spend time training up to twice a day to improve these at the cost of stamina or skip a training session to recover your stamina by having a nap (as apparently sleeping over night doesn't do that?). At the end of the 30 days you are given a rank based on your performance. I got rated as an Usher though the description made that sound like a positive thing at least.

The morning training sessions are mapped out for you over the course of a week training with Sakura, Sumire, Kanna, Iris, Kohran, or Maria. Each character builds up a different stat and you can choose who to train with in the afternoons if you want to specialise further. At the end of each week you have a mock battle in one of the Koubu mechs. It's a turn based affair with which Koubu you choose being directed by the stats you've built or relationships you want to increase further.

This is where the game comes across as a little odd again because it takes the almost dating sim / visual novel elements of the main game with talking with the girls in-between training. You select dialogue options on how to respond resulting in neutral, positive or negative retorts. At times it's a bit flirty but will never go anywhere due to set ups from the original game. The girls are spread all over the theatre you all work from in the morning, noon and evening though there is no way to tell who they are until you begin the conversation. If you build up a good enough relationship with a character you will get extra scenes and endings with them. I focused on Sakura to see most of hers. Some conversations will give you minigames to play like shooting targets or hitting wood blocks with swords as the most interactive part of the whole game. Some conversations will also lead to instant game overs which was irritating. In my case on my recent run I ended up with some permanent damage from a situation I couldn't get rid of and there is no way in most cases of knowing a possible outcome. In that conversation it was instant game over or permanent stat damage as my two options having rewound on emulation to see.

I really dislike the trial and error nature of the visual novel having such frustrating effects with no way of knowing and it's not that frequent that it's possible to play through without even knowing they are there. So when it does happen it's like a bolt out of nowhere. Whilst it is designed to have multiple play throughs to see all events (Someone trying the worst possible run without game overs amuses me) in it's short play length. Having the character icons on the map hidden at a cost of 5000 points per girl when a single playthrough only earns you 2000 is one hell of a grind. (Though this game also had an extra peripheral of a modified Tamagotchi called pocket Sakura that worked as a pedometer to gain points for the shop when connected to your gameboy) You can also buy music, voice clips and bromide pictures of the girls from the shop for these points too.

This brings me to my last point and the most impressive is the production values. Maybe because it's more visual novel than game but Sakura Wars on the Gameboy colour looks and sounds phenomenal for the system. The character sprites, art design and backgrounds are so far of anything else I've seen on the system. They really did manage to bring the game to a portable without losing the aesthetic that makes this series what it is. the music transitions amazingly well too. The theme title is instantly recognisable albeit without the singing. Other Tracks from the original game transition just as well.

So an odd game in some ways but I must admit despite that I kind of like it? It's technically extremely impressive and getting to spend more time with the Sakura Wars cast on a platform I didn't think was capable of capturing the essence was a pleasant surprise. I hope Sakura Taisen GB2 gets translated at some point in the future as I understand that is more of a dungeon crawler so would be interested to know how it fares.

+ Amazing visuals and music considering the platform limitations.
+ Getting to spend more time with the Sakura Wars cast is great for fans.
+ Lots of replayability and things to unlock.

- Some instant game overs just aren't fun.
- The unlockable extras to navigate the game easier are way too expensive.
- Game's story premise seems slightly out of place in the grand scheme of things.

A beautiful puzzle adventure about linguistics, culture, and the benefits of understanding one another, inspired by The Tower of Babel.

Chants of Sennaar does a fantastic job with its ludonarrative; The goal is to decipher the languages of different civilizations, achieved by analysing environments and conversations. All the while, we learn about their ways of life and what led them to the current day and the lives they live. This dual purpose really resonated with me, and I personally think it struck an absolutely perfect balance between gameplay depth and narrative substance.

I adored the use of different linguistic mechanics that make you turn your head a little when it comes to certain puzzles (as well as the different script styles inspired by existing languages). It may not be as intricate as it could have been, but it’s enough to make you go “ahhh! cool!” when you notice certain things for the first time.
Thinking about it from the opposite perspective, it was clear that a lot of care was taken into simplifying certain aspects to make sure the puzzle solving felt smooth, accessible and rewarding. An example of how this is done is the removal of many “less interesting” words in the glyphs given to you, such as “the”, and “a”. We only have to focus on the parts that are meaningful to the purpose of the game and its world. The translation experience is finely crafted for that of a game player, and not that of a PhD student, which is what keeps it fun!

Many reviews complain about the stealth sections breaking up the pacing, I disagree with this, possibly due to me being a huge sucker for the narrative. I just found that these sections blended in with the journey so well, added in a unique feeling throughout the exploration that otherwise wouldn't have been felt, and did way more good than any harm they may have done by taking you away from puzzles. They don’t take up that much of the game anyway, and some of them had dialogue to analyse throughout! Keeps the brain thinking in both ways.

Great presentation, with an especially amazing soundtrack. Even though a fair bit of the game had me slowly backtracking, it was just too striking of a world to get very upset about it.

This is definitely up there as one of my favourite puzzle games and I recommend it to anyone who thinks it sounds remotely fun. The morals told are reflected greatly within the gameplay, which is also executed extremely well.

20 saat oynadım şimdi siliyorum new vegas yükleyeceğim tekrar fallout 4 bomboş bir oyun çünkü sadece sağa sola gidip boş boş ateş etme oyunu hani ateş etmek eğlenceli ama o da bir yere kadar

Yeminim var Infinite Wealth'i korurum. Rgg Studios'a sataşanı çeker vururum. Hiç şakam yok sözümde de dururum. Bize gizli sevdalı derler.

in 2024, playing Battlefield 2 for the first time was a huge mistake

(Bu incelemeyi orijinalinden bağımsız, sanki yeni bir oyunmuş gibi yazacağım çünkü esksiini yakın bir dönemde oynayabilme fırsatım olmadı.)

Resident Evil 4'ü bir yemeğe benzetmek isteseydim büyük ihtimalle içli köfteye benzetirdim.
İçli köfte, bulgur ve kıyma gibi farklı tatları bir araya getirerek lezzetli bir yemek olmayı hedefler. Fakat içli köfte, sadece kıyma ve bulgurdan oluşan bir yemek olarak kalmaz, aynı zamanda Türkiye için kültürer bir sembol görevi görür. En önemlisi, içli köfte yapımı ustalık gerektirir. Önüne gele biri iyi bir içli köfte yapamaz, çünkü iyi bir içli köfte tecrübe ve ustalık gerektirir.

Niye içli köfte hakkında bu kadar konuştum anlamamış olabilirsiniz. Az önce içli köfteden bahsederken aslında Reisdent Evil 4'ten de bahsediyordum.

İçli köfte nasıl bulgur ve kıymanın harmanlaması ile ortaya çıkıyorsa, Resident Evil 4'de hayatta kalma ve aksiyon elementlerinin harmanlanması ile ortaya çıkıyor. Oyunun ilk saatleri mermi sayısına bile dikkat eden, olabildiğince düşmanlardan uzak durup hayatta kalmaya çalışıyorsunuz. Oyunun ilerleyen kısımlarında elinde her türlü silahla gezen bir süper askere dönüşüyorsunuz, bununa yetinmeyip düşmanlara bıçak ve tekmeleriniz ile Street Fighter komboları çıkartıyorsunuz. Dediğim gibi; içli köfte için bulgur ve kıyma neyse, Resident Evil4 için hayatta kalma ve aksiyon aynı şey.

İçli köftenin bir kültürel sembol görevi gölmesi onun lezzetini etkilemiyor. Aynısı Resident Evil 4 için geçerli, oyun dünyasında bıraktığı etki oyunun kalitesini etkilemiyor. Ama bundan bahsetmezsem ayıp olurdu çünkü... öyle işte. İçli Köfte ve Resident Evil 4 arasında bağlantı ararken aklıma bu geldi.

İçli köftenin ustalık gerektirmesi, Capcom'un ne kadar taşaklı bir şirket olduğunu ve başka bir şirketin aynı oyunu yapamayacak olmasına benzer. Ciddi anlamda, bu adamlar uzun süredir ıskalamıyor. Resident Evil remakeleri ile çok güzel bir formül ürettilerr. Aynı formulun suyunu çıkarmadan, yenilikler getire getire çıkartıyorlar oyunları. Remakelerden en az beğeni alan 3. oyun bile çoğu zaman oyunun süresi üzerinden eleştiri alıyor. Capcom biraz açgözlü olsa da, Street Fighter 6'da 20 dolara avatar skini satsa da yaptıkları oyunlarla gerçekten şov yapıyorlar. Umarım bu gidişatlarını korurlar, ve belki... çok düşük bir ihtimalle yeni Mega Man oyunu yaparlar :(

Half a star for the art style, the only good thing about this game.

Genuinely baffled at people calling this a classic. Clunky, imprecise and unresponsive controls, your character takes forever to speed up and can barely steer, jumps are floaty, and one of the worst forced tutorial sections I've ever seen. And underneath all that is what? An extremely basic game. Just collect paint cans and do little QTEs to paint graffiti? I've played better graffiti games and better skating games. In fact, I wouldn't be surprised if one of the Tony Hawk games had a graffiti function.

And wtf is up with these Jim Crow era depictions of black people??