968 reviews liked by ReeseyPuffy


Homestar Ruiner - 6/10
Strong Badia The Free - 7.5/10
Baddest of the Bands - 7.5/10
Dangeresque 3 - 10/10
8-Bit is Enough - 8.5/10

When I played this for the first time in middle school i thought it was the bees knees, but it's got a lot of filler coming back to it - the rapid-fire razor-sharp comedy of homestar is hard to stretch out to 5 games at 4-hour length each. The snippets of good content is definitely worth the trip though

Best part of the experience was getting to Dangeresque 3 in a call with Vi, it's always a treat seeing ppl react to strong bad stuff for the first time

I'm tired.

Let's play armchair game designer, because lord knows we don't have enough of them on here.

Before you can run, you must walk, and boy does Nathan Graves enjoy walking. Nathan just adores going on a stroll in Camilla's castle while his master's getting his toenails ripped off in preparation for being slaughtered in a satanic ritual. Mr. Graves wouldn't know how to run even if I slapped his dump truck ass with the world's most painful block of wood. It's a godsend that Camilla's basement houses the very shoes he needs to be able to find the joys of exercise again after he forgot how to sprint when Count Dankula played his Trap Hole card in the introduction scene. One must wonder how long it would've taken if Drac's minions didn't make such a fuck up as to leave shoes for Mr. Graves to wear for his aching strolling feet. Even with these shoes Nathan only knows how to barrel forward with wanton disregard for his own being. Alucard had it figured out already, just run with care. That's all you gotta do. For Nathan though? Only two speeds exist. Tortoise, and drunken hare riding on a Kawasaki Ninja.

The input for running in this game is bad enough with requiring me to dash dance on the dpad and kill my thumbs, but Nathan's whip attack is noticeably sluggish compared to past Classicvania outings. It may not be noticeable at first, but try ducking and whipping and go back to playing as Simon in any of the past games and you'll definitely feel it. Nathan can jump like a stiff pong paddle and can even wall jump, and trust me I'm proud of him for being able to do so, but he should stick to his day job. Wall jumping in this is automated for at least two seconds as Nathan pauses on the wall and propels himself into the direction of enemy fire that sends him careening back down the pit that he was trying to make his way up from. You will encounter this scenario a lot, I assure you, especially with Circle of the Moon's obsession with slap dashing Armor enemies everywhere with annoying attacks that can bop you from the other side of the screen. No joke, I had a moment where I thought I was hitting an Ice Armor enemy in the underground waterway safely, only to get a very pleasant surprise in the form of another spear flying from off screen and stabbing me through the adam's apple thanks to the second Ice Armor that was behind him.

The primary system is collecting some shitty Yu-Gi-Oh cards and playing Blackjack with yourself to combine two of them and give yourself some form of power up, which could range from boring effects like your whip getting an elemental bonus, or actual cool shit like turning into a bone-throwing skeleton that dies in one hit. Unfortunately, the card for turning into a glass jawed skeleton is about 95% into the game and requires killing a very specific candle enemy that requires backtracking to a who-gives-a-shit area, and kindly asking it to drop the damn card sometime this week. This is where I get to bitch about the worst part of Circle of the Moon besides Nathan's completely useless movement, and it's the outrageous drop rates. That card that I'd need for the aforementioned skeleton transformation? The drop rate is zero point four fuckin' percent. That doesn't just effect the cards either. Health items? What are those?!

Seriously, I went for hours playing this game and didn't think healing was even a thing in Circle of the Moon besides the absurdly paltry potions that give a measly 20 hit points back, or getting to one of the sparse save points that fully heals you. Hell, you don't even get healed after boss fights. I beat probably six bosses before a piece of meat suddenly dropped from an enemy, where I double-taked and went back just to stare at it for a while. There is not a shop to speak of either, shopkeepers aren't welcome in Circle of the Moon. No buyable health items for you to help with the horrendous onslaught of tedium, but you can go ahead and enjoy all those completely useless armors you get to lug around on your person. Sure is a hard game we got here, would be nice if I could have some items, but Dracula is against formal goods trading.

Circle of the Moon is about inconvenience. It inconveniences you with movement that isn't convenient for the challenge that is set up for you as it would be for past entries. The only way to make your pathetic movement less inconvenient is to find cards inconveniently hidden away in an unknown enemy's back pocket that could potentially make certain encounters flat out trivial, like the normally problematic ice element in the underground waterway, or Dracula's nigh-impossible to dodge meteor attack in the final battle. It's all an inconvenient excuse to grind if you lack information, which this game inconveniently gives you none assuming you're not playing the Advance Collection version, which was the only convenient bit from my experience. Thanks M2.

It took me about three months to finish the save file I started on the Advance Collection a ways back after I completed Harmony of Dissonance and it's toilet noises, and it's mindbogglingly to me to realize that it was around last Christmas that I replayed and finished Aria of Sorrow again on the same collection. It wasn't necessarily a skill issue, it was a thumb issue from the horrendous dash input, and my complete apathy to this game's entire philosophy of wanting to train me on it's solitaire system only for the battle arena to give me the middle finger, and take that same system away in the ultimate show of disrespectful inconvenience. It was optional, sure, but it's existence is more than enough to make me want to transition into a volcanic state. It was even more aggravating to find out that Konami apparently bumped the experience requirements up for the western releases, thus demanding me to update the list for all the times they fucked us in the ass. I needed a lot of Picross breaks, and apparently a detour to that Peach game I didn't care about.

It kinda goes without saying, but the thought of replaying this on original hardware with the bad GBA screen, no suspend save, or in-game overlay hints of what enemies are carrying cards is less appealing to me than taking an epilator to my ballsack. I'll give it a pity star for Dracula's final boss design, I guess. I guess.

Thus concludes armchair game designer session, if you enjoyed what you've read, please like, comment, subscribe, ring the dingaling, and maybe sing me a nice song.

I'm going to bed now. Goodnight.

hoooooonkmimimimimi.

+Nathan Graves dump truck ass
+Rakugakids reference
+Yo Camilla call me
+Proof of Blood

-Nathan Graves dump truck ass
-Sinking Old Sanctuary?! More like Stinking Old Sanctuary!
-Why is my hair not as nice as Hugh's
-Where's my burrito

Check it out, it's 14-year-old me with a GameBoy Advance speaker pressed against his ear canal, mouth open while he pipes the most goopy-ass version of Scrap Brain Zone directly into his skull.

You can add Sonic Advance to the growing pile of reviews where I state, "I haven't played this since it came out." It's in good company, the Burger King Trilogy is in there. It's been so long that abandoning my previously held opinions on Sonic Advance and going in with no expectations was easy enough, though I did assume the consensus from my mutuals would be that Advance is among the best and most cherished of Sonic's handheld outings only to find it's pulled around a 3/5 average. A little surprising considering some of those mutuals think more highly of Sonic than I do, but now that I've closed the 20+ year gap... yeah, 3/5 seems about right!

Congratulations to Sonic Advance, because that practically makes it the best "traditional" handheld Sonic I've played.

Like the Game Gear games, Sonic Advance doesn't match the pace and feel of the Genesis titles, but the better hardware does allow for a much closer approximation, one that's pleasant enough in hand and which is only noticeably off to the kinds of people who are entirely too invested in this stuff. Like me. I just bought another copy of Sonic Mania, I'm up to five now, so I'd like to think I'm qualified enough to say that the way Sonic and his friend make contact with destructible objects and how they bounce off them doesn't quite pass the sniff test with me but it hardly ruins the game.

In fact, Sonic's physics feel perfectly in place with the way levels are designed, and that's really the most important thing. For the most part, stage design is pretty good. There's a nice mix of platforming and speed and plenty of routes that are made or less accessible depending on who you play as. The game does completely hit a wall and burn most of its good will by the time you get to Angel Island, though. The introduction of numerous bottomless pits, many of which the level directly funnels you into, is aggravating, and it's a problem that persists into the two single act zones that follow.

Also, not a fan of Amy. Dislike playing as her immensely. She felt bad in Adventure and she feels even worse here. These zones aren't improved by shafting you with a character that has a lower speed cap and movement abilities that purposefully feel bad. I'm sure there's some lunatic out there waiting in the wings who has dedicated a significant portion of their time to perfecting Amy's tech and will insist that it's not the game, it's the player. I don't care, I'm putting Amy in the contraption now.

Despite Sonic Advance's sloppy end game, I was pleasantly surprised with it overall, and that maybe says more about my insanely low expectations for a handheld Sonic than it does the game itself. Uh, end of review.

I opened up trending and gave a half star to one of the first games I saw
You may now laugh

Now that the dust has settled, what do we all think of Sneak King?

Before this last playthrough, I would've said Sneak King was the best of the trilogy with Big Bumpin' being the worst, but nearly twenty years removed, I'm afraid to say the BK hierarchy has changed.

It's tragic, because Sneak King's opening sets you up for something special. A still shot of a darkened driveway... The King appears from the shadows, stalking about like a predator, his visage a cruel mockery of the human form intended to disarm and draw in his prey. But this beast is no man, and his attempt mimicry is all wrong, glassy-eyed and without life. And then you boot up the game proper and find that it's just a crusty stealth title that asks you to do the same exact thing over and over and over again.

If Pocket Bike Racer's problem was too little content, then Sneak King's is that there's too much. Twenty missions spread out over four levels, but every mission tasks you with essentially the same objective: deliver delicious Burger King meals to hungry masses. The most variety you'll get in how you go about that is in what order you'll need to hit up the various NPCs sulking around the map or how often you're allowed to make a mistake. Sometimes you'll need to deliver [X] amount of meals without getting caught or by climbing into trash cans (coincidentally where I found my copy of this game, I think someone threw it out by mistake) or popping out of houses, but the amount of repetition here really sucks all the fun out. The King doesn't even need to take pentazemin to stop his hands from shaking when delivering Original Chicken Sandwiches™, this game's got no meat on its bones!

The controls are also horrible, which is something I actually wouldn't accuse the other two games of. Say what you will about Big Bumpin' and Pocket Bike Racer, but movement at least feels serviceable. Sneak King inverts the Y-axis and makes climbing into cover so laborious that your mark will likely move away or collapse from hunger before you're able to get into position. The King shrugging his shoulders and shaking his damn head because I botched the timing on his sandwich delivery while the camera was juttering behind a tree branch, what the fuck do you want from me, man? When we get to the sawmill I'm throwing your ass in a woodchipper [Warning: do not do this. The King cannot be killed by conventional means, he will come back and he will be stronger.]

Despite how bad it is, Sneak King is often the entry in the BK Trilogy that people talk about, because it is the most conceptually interesting of the bunch and the one to lean the hardest into the marketing that gave life to this iteration of The King. Tactical Burger Delivery Action is such a good-dumb idea that at least one man has dedicated his time and income to collecting any copy of the game he can find, and by a magnitude of cents it is the most consistently expensive title in the series on the aftermarket. Curiously, graded copies of the game are actually worth less than open CIBs. I understand the economics of this and why that's the case, but it's very funny to think Sneak King inherently has more value when played.

Ohhhh, wait a minute... Sneak King sounds like sneaking. Shit, I just got it.

THE DEVIL MAY CRY FRANCHISE IS A PSY-OP INTENDED TO DESTROY YAOI
BY MAKING TWO CHARACTERS NAMED DANTE AND VERGIL AND HAVING THEM BE BROTHERS, THEY HAVE OBFUSCATED THE FACT THAT THE DIVINE COMEDY VERSIONS OF DANTE AND VIRGIL (WHO AREN’T BROTHERS) HAVE THE POTENTIAL FOR THE GREATEST YAOI TO EVER EXIST
EVERY COPY OF THIS GAME BOUGHT IS LIKE TWENTY YAOI LIBRARY OF ALEXANDRIAS BEING BURNED
THE DEVIL MAY CRY FRANCHISE AND EVERY SPARDACEST SHIPPER MUST BE DESTROYED

Sparkster, my man. We gotta talk about your obsession with replacing my hedgehog-shaped heart.

You ever wish you grew up with something instead of looking at it through the lens of a jaded 30-year old who's played every piece of trashware and who-gives-a-shit release that had been readily available to them to emulate for the last two decades? You start wondering why they made the introduction fight with your rival skippable, when it's required for the golden ending due to the chaos emerald-laced sword you pull out in the cutscene afterwards, which goes along with the other six swords you're supposed to find later. Two of those swords just being things given to you, either from another fight with your rival or from some run amok stick figure mech in the final stage that sticks it into the ground for you and goes "hasta la pasta" as it heads off to Cucamonga to chill with the big wooden mannequin from Dynamite Headdy.

You ask yourself why the stage where you control your giant mech rampaging through downtown enemy territory is arguably the lowest point of the game. Why do the dumb little chicken walker mechs that the lizard soldiers use take so many rocket-propelled fist punches, thus enabling the auto-scrolling gameplay to become an act of juggling like a Tekken match? Why does Axel Gear in his already-repaired mech feel the need to show up in the background, and sometimes aim behind you where you can't interact with his giant flaming bowling balls and awkwardly punch them back to his ugly face and continue the segment? Why must we rematch in a rock'em sock'em robots bout again where I bait your projectile, and quickly run up and uppercut you in the jaw as you stare in amazement at my ability to block? How many times must we teach you this lesson old man?

Sparkster seems to have gotten a bit more jaded just like me, he's not quite as jovial and happy to be the hero like in Rocket Knight Adventures and has adopted a determined demeanor and a strut that could challenge a Belmont. He now refuses to use projectiles, because he has bought into his own hype and believes that all he needs is a sword and an expensive jetpack he bought at the Possum Boutique that automatically fills his meter. He's developed a gambling problem and started pulling slot machines full-time with all that jewelry he's acquired, and will continue doing so even after a bomb lands on top of his skull out of thin air. His overbearing hubris that has stacked on top of him after defeating the evil swine will surely be the end of him, but not if I can help it! I'll be the one to guide him to safety through the corridor-infested journey of his, and we'll surely take down the confusing mess of an airship layout that is his enemy's getaway vehicle and save the princess!

I still believe in him, for he is the coolest. Godspeed, hero boy.

This review contains spoilers

I definitely got it more this time. Recognizing it more as its own entity that stands alongside the OG than anything. I do think “Remake” wasn’t the correct title for it but I digress. I did come to appreciate the expanded characters for the Avalanche members generally, since getting to see the upper plates was cool. However, padding’s still yknow, a thing. Wall Market and the Train Graveyard are filled to the brim with it, and it can be a bit much. I used to hate the ending section but it’s interesting to me now, just seeing it more as its own thing, even if some things are screaming “hey bro remember Advent Children” or are outright quotes from it. Combat can be fun but I genuinely miss the turn based stuff. It’s still a really fun system, but seeing people say that this is better than the old one? Lol. And the padding can make bingeing the game harder. I’m less inclined to binge when I’ve played a padded segment. Love the performances and acting here so much. It’s a far less mixed bag than I remember, and I’m glad I revisited it.

This Review is an excerpt from my recently-published List of the Thirty-Five Best Games I Played in 2023, so if this strikes a chord, there's more where that came from!

Now...On with the Show!!

As the sort of guy who spends his nights mulling over weird Pasts and Bad Futures, Sonic CD’s gameplay fantasia is a gift. The dream of loop-de-looping into ancient history, nipping the seeds of evil in the bud, and returning to find a kinder, more harmonious world…that’s something I think we all deserve to have at least once in our lives.

The Past

I’ve heard it said that those who played Sonic the Hedgehog games as children, because of their lack of money and therefore choice, persevered past their learning curves. They, unlike so many detractors, didn’t write them off for their quirks, didn’t fling them back in the bin for failing to immediately satisfy their need for speed. Well, not me. The “classic” Sonic games were some of my first, thanks to the Mega Collection on GameCube. I fell for every beginner’s trap, failed every skill check, ran out of lives and went back to Lego Star Wars. They did not survive the purge.

But I’ll give Sonic credit, he’s more patient than his idle animation would suggest. Waited the decade it took for Mania to teach me how it’s done. You can’t enjoy a Sonic the way you might a Mario. These aren’t games about charging forward through obstacles – asserting your presence with power-ups and projectiles – but going with the flow, allowing the geometry to carry you where it will, dexterously reacting to keep the ride going. The challenge of harmonizing with progressively jagged, unfriendly zones is not just the point, it’s the joy. After that, Sonic 3 & Knuckles became my favorite, and I figured that was just about the end of that. In 2017, I concluded that the highs of Sonic’s dynamic movement are fantastic, but it’s dependent on the strength of its level design, and those lows are just distracting enough to take it down a peg. An ideal Sonic playthrough occurs as a single unbroken thought, and a big enough blunder can compromise the current.

Fans will tell you that 3 and Mania represent the series’ most successful “balance” of forward momentum and exploration. I bought that; it’s the reason I prioritized those games. Here’s the thing. Why burden either one of these goals with the needs of the other? If the issue is that these level designs become unfocused, draw themselves out, fail to wholly satisfy either inclination…well, why not have one built entirely around speed, and another based on explor– OH WAIT THEY DID??

The Present

Last year, I called Mario World a great alternative sequel to Super Mario Bros. 3. Today, I’m crowning Sonic 2 its true successor. I play Mario 3 for the action, for its perfect jump and P-speed antics, and Sonic 2 takes that premise even further – a character whose movement is determined by his relationship to the environment. Even conceptually, Sonic's mechanical direction is inspired. Where 1 didn’t have the know-how to play to its strengths, and my previous favorites interrupted themselves with major gimmicks and a needless mess of boss fights, Sonic 2 is confident in the power of its physics – rolling through concise multi-tiered stages, darting from start to finish without a moment wasted. It's endlessly responsive to experimentation, filled with hidden shortcuts and dynamic skips. I spent ages fiddling around with a loop near the end of Chemical Plant Act 1, being sure to keep Sonic on his feet to better control his trajectory, taking off at just the right angle, through a one-way gate, to finish the stage in under twenty-five seconds. The thrill of tearing through the high route in Aquatic Ruin and Mystic Cave, of picking up speed shoes to launch high above Wing Fortress, bouncing off of a suspended monitor and landing DIRECTLY in front of the boss, is priceless. Emerald Hill Zone’s opening riff doesn’t get enough love, it’s up there with DaiOuJou in its ability to hook me in from frame one. Appropriately, it's as close to an OutRun-like physics platformer as we’ve ever had. It's one of the greats because every frame of its forty-five minute run fizzles with potential energy. Ignore the Emeralds and go.

But friends, I had played Sonic the Hedgehog 2 before the year 2023. My love for it has grown to ridiculous size (Thanks in no small part to Sonic 2 Absolute), but I've respected it for some time. Even finished it. This is not a review of Sonic 2.

How ‘bout I take you down to Quartz Quadrant.

The Good Future

Sonic CD shares 2’s place at the top of the heap. Given its reputation, I could not believe how well it clicked. Overly wide, exploratory level design in action games isn’t my thing, but here, it’s less a matter of “exploring” for a number of key objects, and more about enjoying the breadth of what Sonic’s physics are capable of – shooting through massive cascading loops and rebounding up and around towering, dreamlike worlds. Coming off the heels of the first game, with an entirely separate team from Sonic 2, it’s ridiculously forward-thinking. CD preempts the conceit of Mario 64’s 3D game design by a whole three years during an age when every year played host to wild innovation across the medium. It celebrates Sonic's unique movement mechanics like nothing before or since.

I called a perfect Sonic playthrough “unbroken,” but I didn’t say “fast.” Whether you’re flying high or barreling through badniks, movement is its own reward. And while that would’ve been enough for me to give it the thumbs-up, CD does not rest on those laurels. Hit a signpost and maintain top speed, and you’ll time travel between any of three eras of the same stage. Must be the best take on Mario 3’s P-Meter there’s ever been. Smash a robot generator in the past, and you’ve earned a wonderland of a future. Hunting generators is the way the game is designed to be played, and I refuse to ever run the game without them. Beyond the fact that they encourage the intended playstyle, the consequence for failure is too tangible, too well-executed to ignore.

I have to wonder if there was a kid in 1993 whose immediate inclination was to have Sonic go to the future. When this child finally managed to do this, the coolest thing they could possibly imagine being able to accomplish in any game – Making Sonic the Hedgehog Time Travel into The Future – they wound up in an apocalyptic hellscape. The Bad Future so starkly different, so loud and raucous, that it almost feels like a joke. The stakes are clear; Sega put in the work to make you want to care about the world you're trying to save, if only to find out how great the Good Future's music must be. It'd be sick enough to have this two years ahead of Chrono Trigger, but even now, I can't think of another action platformer that attempts anything like this.

And don’t believe what they tell you, there are no bad Zones (Wacky Workbench is fun, I promise). I could swear the Japanese Soundtrack makes its already vibrant colors even more evocative. It’s exactly as complex as any game in this series should be. Its opening cutscene is everything to which Sonic should ever have aspired.

The Bad Future

Another 2D Sonic game released in 2023. We don’t have to talk about that one.

Yes it's my favorite. Yes it was my first. Yes I liked the sailing.
Seeing Wind Waker in motion was what prompted me to ask for my very first console. The title screen is one of those "you know this is going to be good" experiences. Wind Waker proves to be a laid back adventure full of memorable locales and amusing personages.
Beautiful, but mind numbingly easy. Likely an excellent first video game for someone new to the entire concept.
The randomizer proved to be an enjoyable treasure hunt to complete a few times when I was feeling nostalgic.
Oh, and the music is quite good too.