994 Reviews liked by Rowan1312


I have no clue if this is still the last bastion of our culture war or if it’s too woke now so I’m giving it a 5/10 to average those two possibilities out

This review contains spoilers

[This will contain spoilers for both Crisis Core, and the original FFVII]

Something I don't see a lot of people talk about is how much that disc 3 super-secret Zack flashback cutscene in the original VII rips. Squaresoft's brazen over-dramatism manages to enrich a character with life in such a short time.. Zack is just a peppy boy who loves the sound of his voice so much that he can have a conversation with a comatose dude, and walk away from it satisfied. His death goes on to leave a paralyzed Cloud idolizing his lost friend, subconsciously glamorizing a life that ended without fanfare the moment he tried to escape the system.

Coming off of Crisis Core, the main thought in my head really was...
Did Zack even improve as a character after all of this?
There's some additions I do like here and there; the way Zack is afforded no agency by the plot - aimlessly hovering between the military he serves, and the war against it. The envy he feels for those who have the option to stand up for themselves; it's sooooo almost there. But the plot is just unwilling to express these feelings in anything less than an artsy cutscene. Like..."Those wings, I want them" is coooool but please, let these characters express some mundane natural emotion for once. Maybe I'll regret asking this sort of thing one day; disliking the vision of developers who perfectly capture angst both unspeakable, and awkward when spoken aloud. But every Kingdom Hearts game I've played has the clarity of sincerity somewhere in there. This game's just less well written than Kingdom Hearts

All of this game's problems stem from the way its narrative economy is distributed like the dril candles tweet. There is not a single chapter in this game that spends its time in the right places. When I streamed this to my friends, some of them joked about how often Zack says "huh?" - but it began to become a serious problem that despite playing a reactive role in the plot, Zack doesn't really have reactions. Zack's moment to moment dialogue never quite breaks out of just being another spunky Final Fantasy protagonist pastiche; it becomes obvious this is the spin-off none of the creatives daydreamed about on their lunch breaks. Nojima's side hoe. It's distressing seeing them show us the truth behind a moment like how Zack and Aerith began dating - telling it like the same military boy out of water love story that Cloud went through - and realizing that whatever vague idea I had in my mind was more creative than what this story had to tell. Cloud's entire arc is about him learning that he doesn't need to be Zack, so why do all of their life events have to parallel?

what's up with that one monologue from aerith about hating things that aren't normal. what the fuck lol

But the ending is good. I could nitpick it for sure. I'll at least acknowledge that leaving off on Cloud saying "I'm your living legacy" totally sucks ass, it's the exact opposite of what he needs to learn; he needs to stop trying to be other people. I still like Zack’s death in the FFVII scene more - the rawness of three lone officers gunning him down hits harder for me - but yeaaah, it's iconic. The scream into the fucking Zack AMV rules. But what gets me the most is that this scene isn't even better with the contents of the game. Crisis Core is not a good game, CRISIS CORE FINAL FANTASY VII FULL ENDING & CREDITS (HD) on youtube dot com is. This game was never even about Zack, it was about some other guys.
I think I would hate this game if I saw nothing in Angeal or Genesis. The entire narrative's run-time is cashed in on them, consistently choosing them over meaningfully expanding the few core details we knew about Zack. I think I got close to "getting" Angeal - obv a lot of commentary on wanting to follow the footsteps of flawed idols and the stuff - Genesis was just kinda funny, though. hes gackt up. i laughed rly hard when the game posited that genesis was in the room when sephiroth went crazy at the nibel reactor. But no matter how good of a time I can have watching some fun 2000s Square Enix cutscenes, there isn't a sense of fun in the moment to moment, to give the game any flow; the gameplay SUCKS!!!!!

in our heart or hearts everyone going into this knows at this point that the compilation is the equivalent to those netflix star wars spinoffs. most people are aware of this, and most people also seem to like it anyways. the truth is that what makes square enix unique is that they can't help themselves from imbuing all of their projects with heart. anyone who has ever cried to one of their mickey mouse games should know this. crisis core was always going to be a story about salvaging good human artistic passion from a game assigned to be trashy from birth, and i went into it with the most hopeful mindset i could.
and i dont know if i got anything from it


im still gonna be nostalgic for it in like 5 months





guys im going back to 7 rebirth and i still dont know what cissneis deal is im so fucked

honestly feel like i should preface this with an apology but ff9 is kind of exhausting to me. it feels like going to a shift to work at a theme park; it's pretty and sweet, it's whimsical, and it has nice atmosphere and sometimes you even see your favorite characters walking around, but at the end of the day it's still a day of work to get through. going to just chalk it up as this one not being for me until a few years down the line where i yet again try to beat my head against this game until i like it

discourse about microtransactions and performance aside:
this is japanese skyrim, with all of the associated positive and negative implications that statement brings along with it

hoping that whatever its dark arisen equivalent turns out to be will create a more complete, enjoyable version of itself.

You wouldn't last an hour in the asylum where they raised me.

I would bet it all to smoke weed with Fang and Vanille in their dimly-lit bedroom full of empty takeout bags: I have never seen a burnout codependent lesbian couple depicted this plausibly. XIII is probably the first Final Fantasy to make intra-party dynamics a narrative priority, and the most successful in this. Good dub casting supports this, and it's the series title from which I came away most fond of the characters. Pretty much the gold standard of seventh generation console visuals, and the best version of the ATB system.

"Whew," the enamored g@me play0r sighs out in reverence as the boss clearly designed by someone who thought they were on a job for a mediocre Platinum title did three SICKASS ANIMEY slow-mo front flips, each dealing 70% max health damage to the player with around 8 quintillion HP (which was only reasonable to invest a few points into after getting some from the eleventh Piss-And-Shit-Smeared Tree Spirit overworld boss fight that also netted a BAD. ASS. spirit ash to help you circumvent said bosses in the future except it's objectively worse than half the ones you already have) which they got to by trekking across seven hills, seven lands, seven seas and seven hells, each populated by more barren stretches of land than the last with s p o o k y copy-pasted caves and catacombs breaking up the monotony of running into small platoons of disinterested enemies you can't even be assed to to swing a sword on horseback at on your way to the next 𝓛𝓮𝓰𝓪𝓬𝔂 𝓓𝓾𝓷𝓰𝓮𝓸𝓷 (VERY important areas they put all their ACTUAL level design into! which is why half of them are directionless slogs where everything looks the same and with enemy placement done by the one only Mr Miyazaki'ˢ ⁸⁻ʸᵉᵃʳ⁻ᵒˡᵈ ˢᵒⁿ who really liked the funny jump battan) so that they can find an NPC which mysteriously vanished one Saturday night a few weeks into the playthrough but is crucial for the conditions of one of the many different-colored endings outlined by the Purposely Vague and not frequently Irritatingly Nebulous lore (which is totally okay because that's how they always did quests dude :P it's NOT comically archaic in contrast to the world design xP) but at least there's some World Essence and Snail Drippings to pick up on the way in case you ever find a cookbook that teaches you how to MacGuyver the two into a portable ICBM and then not land the shot because the Lands Between Olympic Champion you're chucking it at read your input had superior reflexes, "From the Software has done it again!"


I gotta be honest man I think this formula has the studio stuck spinning their wheels and given ER's astronomical success they're probably not gonna try reinventing it anytime soon. The game isn't bad. I'll still play the DLC. But seeing it heralded as the zenith of the genre let alone Fromsoft's masterwork gives me a fucking migraine.

Its got great pacing, art, and music, but the combat is really shallow with little moment to moment choice, the fixed encounters make exploration a huge chore, and the story and characters are a little too stock to find personality in. It's got heart in a lot of places, but like the most polished, studio-made work, despite being so handcrafted, it's kind of a vapid blockbuster. Not trite, but vapid. You could say it was too many cooks. Too many hands building towards a really general, mass appeal vision.

I often hear this game lauded as the best of both worlds with regards to the creators of Dragon Quest and Final Fantasy coming together, but it would honestly feel like the weakest entry in either series if put side by side to them. I don't like this frame of looking at it.

Dragon quest games use simple plotlines to convey often extremely subtle and sometimes very complex themes. They feel timeless because of that. The combat systems are made from really simply conveyed choices that feel really weighty; even simple attacks feel intentional, and have the ability to perform unexpectedly to lots of random factors like enemy stat variations, class stats, and flat fractional critical rates. Its combat is like a wizardry 2.0. The best dragon quests have a random encounter rate just low enough to make the player think they can get away with peering just around the corner, while dreading every step in case they run into something truly devastating. Every treasure nets a huge boon, but each one may be your last, with penalties for death being very real. Exploration is the method, and adventure is the dream. To reiterate, complex themes, simple plots, simplified combat terms, devestating and exciting blows with real choice that furthers the desire for more exploration and adventure.

Final fantasy has often really complex plots that have simple themes guiding them. They feel personal and grandiose at the same time. The characters are often commentaries on the tropes they wear on their sleeves, with a lot of hidden depth and backstories to chew at for miles. Exploration is there, but it's in favor of highly scripted and exciting setpieces. Like those setpieces, the combat favors theatricality and performance that heightens the player-character relationship, and the product of that relationship guides the player to navigate the often complex character-building systems of those games. The combat then has complex terms and systems although streamlined for a mass audience to operate on a base level, and play the entire game that way if they so choose. Rather than having a combat around survival and risk/reward, between loot/exploration/death, final fantasy combat is about giving the player a language to understand the world and personality of its inhabitants. It is communication serving the themes of the story (DQ does this too, but in very different ways). To reiterate, complex systems made feasible guided by complex characters, in a complex plot guided by simple themes.

Chrono trigger has simple characters, a pretty simple plot, simple themes, and a simple combat system.

You don't have much say over how you build the characters, the combat doesn't serve as a language, its a bit too easy with penalties too light to serve a vehicle for adventure, not to mention most battles playing out the same way, with a generally unchanging player psychology (tactics are simple, rules generally stay the same, even the introduction of magic mostly keeps characters fighting the same way as before). It's just kinda alright. I play it when I want a simple linear game. (But tbh even ff4 is kinda better at that)

wherever tifa lockhart and vincent valentine go, i'll be there

shitty in a very distinctly cool way. makes me miss when i'd walk into the arcade of a movie theater or w/e in the late 90s/early 00s and chuck a few of my parents' quarters away on something barely playable that looked rad as hell to my idiot child brain. i love how easy it is to cheese the AI with spamming specific attacks, the whole experience is just a flailing mess and it rules. makes me wanna boot up power stone or something, it's been like two decades since i've even thought about games like this, but i know my life is only enhanced by their existence

tifa's design here makes her look like an action figure for pervert otakus, but w/e i like spamming triangle and juggling the bad guy when they're close and spamming tifa hadouken when they're far away and winning. girls are so cool. i like the powers dog that has a red XIII alt and the animorph girl and the guy who shoots rockets out his leg. don't like the old guy with the annoying stick or the yoyo cop tho. i'll play the minigames and quest mode someday maybe, idk just something about blasting through an arcade mode that appeals more to me in these types of games

adding this to my "games that would fucking rule at slumber parties even though i'm turning 32 in a week and all the friends i could have slumber parties with are productive adults who live halfway across the country from me and also i have crippling student debt" list! shirtless sephiroth tho

Probably the first game in a while that's made me regret not doing scores for games on this website; Children of the Sun is as unwieldy and aggravatingly trial and error as it is aesthetically captivating and mechanically cathartic. I've seen others besmirch it as a poor puzzle game or shitty action game individually -- perhaps it's within that straddling of genre conventions that it never quite finds its way -- yet it's difficult to recall any other game I've played recently that's so confident in its fusion of puzzle-solving and reflexive execution. And while the latter is what ultimately allows Children of the Sun to carve out impactful moments in the player's mind, it's also its most egregious pain point (followed by the semi-optional "strategy phase" whose varying (in)elegance will inevitably filter a lot of players).

It becomes especially damning during the game's later stages where it's possible for the player to have figured out a few viable solutions, but executing the longer sequences of kills can be absolutely excruciating when failure is as easy as a simple misclick -- or your perfect solution gets fucked over by unreliable RNG (?) cycles, among other fiddly (to say the least) annoyances. I imagine this is going to vary wildly from person to person as well; some levels I completed in a single try while others took me upwards of two hours (not including the breaks I'd sometimes have to take). It's a shame when the player's momentary satisfaction is upended by the realization that the next level is the same thing but even more overwhelming intricate. That'll probably satisfy the people who really fuck with Children's unique gameplay toolkit and jazz-like structure, but for others it's going to make playing the game a draining experience, which maybe isn't what you want in a game that doesn't have a whole lot of content in the first place (or maybe that's its saving grace, I don't know! I'll let the gamer reading this decide). The last level was particularly harrowing as unraveling its solution required executing individual pieces of the what is the longest kill sequence in the game ad nauseam, and with its length was probably every single issue I've talked about so far along with it.

This is where I'd love to tell that this is all worth it somehow, that Children of the Sun's ludonarrative adds up to anything, and I... I don't think it does? The striking aesthetic and the revenge porn premise certainly elevate the experience, but the narrative itself feels exceedingly played out. Maybe this will do more for somebody who has had real life experience with cults, or maybe it's just that its story is portrayed through slideshows that are largely disconnected from the gameplay that, despite having pretty great art, don't really impart much upon the player outside of "this cult did bad things, the player character wants to do bad things back to the cult". Which like, understandable, good for her! But it just didn't do a whole lot for me personally. I want to say the ending is maybe saying something? I dunno man, I think I've played too many irreverent and/or Dark Souls-influenced indie titles that I'm just so desensitized to endings like this. Maybe I'm just a heartless bitch tho.

Children of the Sun has its moments though, like, there's a pretty fun quote towards the beginning of the game that I'm expecting fans of the game to repeat an annoying amount. I looooove the main character's design and the cover art itself (honestly it's why I ended up playing it in the first place lol). The whole game has this vibe to it that for some reason dug up forgotten memories of games like Project Rub/Feel the Magic: XY/XX; honestly it'd kinda fuck as a DS game now that I think about it (Killer7 DS real???). Not sure if I'd recommend Children of the Sun to everybody, but if it catches your interest in any way, I'd say it wouldn't hurt to give it a try once it's on sale for sub-$10 or so.

can be a nice way to play some levels from some great games! as long as you don't mind worse performance and worse object pop-in and worse balance due to new mechanics and worse writing. there's some pros here like a new game+ "go really fast" mode and like 2 new levels, but hardly anything essential even if you're a fan of the series. the remixed soundtrack has some highlights but feels less consistent to me compared to the PS2 entries in the series.

it's also a little off-putting to me that it doesn't really seem to advertise that it's more of a level remix/repack than a full new game? maybe I'm being unfair or maybe I'm missing something but nothing on the game's case really indicates that fact. when I picked this up at a retro gaming store I was under the impression that it was brand new stuff like the xbox 360 one, so it was a bit disappointing to figure out that wasn't the case.

well it's still katamari anyways, so it's still fun. not much of a point in seeking this out now that the modern HD ports exist. maybe listen to the soundtrack on youtube?

not a great FPS in any respect but it was kinda weird how the main guy kept breaking the 4th wall to ask the player if "you've gotten the surgery" and begged me to "keep it" because "a girl without it is like an angel without her wings" idk what that was about

This has got to have the weirdest story mode in any Mario Party I've ever played.

It's been several days now since I finished Final Fantasy VII Rebirth. I've been decompressing, letting my experience sit in the hopes that my thoughts might coalesce into something clear and concise. But this is a game that took me 139 hours to complete, easily the most time I've sunk into a single run of a video game, and naturally there's a lot of highs and lows in there. In some ways, Rebirth is everything I was hoping it would be, especially after embracing the more contentious changes Square made to Final Fantasy VII's continuity. In a lot of other ways, it's doing crunches for three hours straight so the number of collectables in Johnny's Seaside Inn goes up by [1].

In my review of Remake, I heaped a lot of praise on Square's audaciousness in regard to how they treated the source material, especially towards the end of the game. The promise that the "unknown journey will continue" removed some of the expectation for where the plot was headed, so much so that something as well-known as Aerith's death could once again be considered a genuine spoiler insofar that it was no longer a certainty. Rebirth certainly takes what Remake set up and goes places with it, though it backloads much of this and rushes through at a pace that makes some of the payoff a bit too vague and convoluted. It's got a lot more Zack though, and as a Zack fan, we're feastin'.

Rebirth does otherwise follow the plot of Final Fantasy VII's first disc with about as much faithfulness as Remake does, which is to say you'll still be visiting the Gold Saucer, experience an extended flashback to Nibelheim, and battle a fucked up looking wall in the Temple of the Ancients. Just like the last game, a lot of these familiar locations and moments are expanded upon and fleshed out using material introduced in the Complication of Final Fantasy VII and various spin-offs.

This was at times detrimental to Remake given its focus on Midgar, ballooning what was a three-to-four-hour chunk of gameplay into a full 40+ hour experience. Though Rebirth is packed to the point of bursting with superfluous content, it suffers fewer pacing issues thanks to the portion of the original game it covers, which already provided the player more moments to breathe between visits to dungeons and towns.

That's not to say all that side content is worthwhile. In fact, a lot of it is pretty tedious, excessive, and at times frustrating, and while it's optional on paper, some amount of it will be required either by force or by need. Lighting watch towers, collecting lifestream and summon intel, completing hunts, taking on special hunts, capturing chocobo, digging up valuable loot with said chocobo, completing air-courses with chocobo, jumping around in two different frog minigames, WHEELIES, getting the high score in shooting galleries, playing Not Rocket League, taking on VR battles, destroying your tendons in god damn Cactuar Crush, taking pictures of Cactuars, taking pictures for the photography club, finishing multiple tiers of 3D Brawler, playing Star Fox, riding the G-bike, performing in two different rhythm games, MORE WHEELIES, taking on brutal VR battles, redoing the pull-ups game from Remake but somehow worse, breaking boxes in Desert Rush, catching a bunch of ffffucking Moogles, playing a more truncated version of Intermission's otherwise excellent Fort Condor tower defense game, finding PlayArts figures in well-hidden rabbit holes, setting up automated attack patterns in Gears and Gambits, playing the piano very poorly, I FUCKING LOVE WHEELIES

This isn't even getting into Chocobo Races or Rebirth's persistent card game, Queen's Blood, which both feel like full games grafted on at the hip. Sure, you could do as I did and fall into the trap of trying to 100% a game and come to hate parts of it as a result, but I also think it's fair to say these games are designed in a way that try to pull the player into its side content. Indeed, the story will have you dip your toes into most minigames, and the promise of valuable gear, folios, and even a super-boss might be temptation enough to suck you into some truly dreadful stretches of gameplay. I stomached about 3/4's of what Rebirth had to offer and started to get burnt out, but by that point am I really not going to finish the rest of it?

Well, no, because the final side quest is currently bugged and cannot be completed. Very nice thing to run into after doing literally everything else.

Final Fantasy VII Rebirth feels like a minigame compilation that is occasionally interested in being an action-RPG, but when it is, it's pretty damn good. I was already a fan of Remake's take on the familiar "active time battle" system that served as the series bedrock during much of its turn-based days. New to Rebirth are synergy skills, which both deal significant amounts of damage while conferring positive buffs to participating party members. And y-yeah, you know, like... you gotta beat a lot of side quests and stuff to get folios to buy new synergy skills, but if you're playing the game like a freak-ass maniac, you'll have a lot of fun messing around with different party combinations. Aerith can put on Barret's sunglasses and pose with him. She's so cool, I hope she doesn't get stabbed later.

The materia system is intact and has been expanded with new materia that allow for some pretty inventive builds, my personal favorite being Exploding Yuffie. Character playstyles carry over from the last game, though I found newcomers Cait Sith and Red XIII to be the least interesting of the bunch, and as far as I'm concerned, Cloud, Yuffie and Barret are the best combination and suitable for basically any combat encounter you'll find yourself in outside of sections where your party has been pre-determined.

A lot has been said about Rebirth's presentation and performance, and I think most complaints about it are extremely valid. Performance mode is one of the muddiest looking things I've seen and I play Nintendo 64 games on a CRT routinely. Remake's infamous door texture is carried spiritually into the wind-ranging vistas of Gaia, though the inconsistent texture work is better hidden when roaming around the open world. However, plenty of cutscenes are blocked in such a way that draws attention to low-res textures and objects, and I don't know, I think they could've swapped out Midgar's horrible looking skybox if they were going to focus on it this much.

Look, it's hopeless for me. I'm all in on Final Fantasy VII. I see Cid Highwind raise a hand to a woman and my brain goes as smooth as a marble. Palmer wanted butter for his tea, I stood up and clapped and said "yes, thank you, I will spend one HUNDRED hours of my life playing Leap Frog." I have the deluxe edition with two steelbooks, one for each disc, and worse than all of that... I tried to platinum the game. I'm already dead, man. Dump my ass in the Forgotten Capital.

I could say "Square ought to learn some restraint and reign it in with the final chapter," but even if they don't, I'll be on my hands and knees in front of the dog bowl ready for more wet slop. Mmm, diced Zack Fair for me, please!

this game gets really sold short just for not being as self serious as ff4 and not as grand as the series gets from 6 onward but it's a really spectacular game even outside of its stellar mechanics and practically outdoes ff4 in every way. definitely leans a bit more on comic relief than some people might like but there's some really great moments here and the cast is really strong, especially with galuf and bartz, and exdeath is undercut by fans for how interesting of an antagonist he is. neo exdeath is by far the coolest final boss design in this series to me other than safer sephiroth, and even if he's pretty stock standard on a surface level i think he deserves more credit as a villain. easily my favorite of the snes trilogy of final fantasy games and a game i can't recommend enough to fans of jrpgs

this game isn't perfect but i can't remember the last time i found myself this obsessed with a game. the character relationships, world, and story of the original are so fleshed out with changes and new details while remaining familiar and the gameplay feels so good compared to remake (although synergy abilities not being invincible the way limit breaks are is kind of a peeve)