225 Reviews liked by SNESmapper


And to think, I thought I was done with Celeste this month. I heard this got released yesterday, and it's free, so I had to go and play it. For only being made in a week, this is very impressive. Celeste transitions surprisingly well into 3D. You lose your upward dash in this game but everything else is here. Yes even your grab which I stupidly didn't realize was a thing until 2/3rds into my playthrough. Once I did, it definitely clicked way more since I was infinitely wall-jumping to do stuff before I learned grabbing was part of her moveset. I really like the implementation of the camera and it having a big part with the various puzzles. The early 3D atmosphere was also really nice. It never got crazy difficult like Celeste but what was here was fun. It's only like an hour long so there really isn't much content, but this could be a good stepping stone into something greater. Either way, fun game..just wish it was longer.

Also, I got all 30 strawberries, that last cassette tape under Badeline was definitely the hardest part of the game but it was very cool.

All the way back in 2010, me and my brother were gifted a Wii during our first week of school that Fall. I had just started the 5th grade and a week or two prior I had rented and played a chunk of Super Mario Galaxy 2 on my dad's friend's Wii during a beach trip. I absolutely loved what I played of it but after the trip was over, I had to return the game back to the rental store and of course the Wii was not mine, so I craved more. Like I said, my dad gifted us a Wii and with it was Super Mario Galaxy. My brother got the Cloudy With a Chance of Meatballs game so it's pretty clear only one of us got a quality title. I was infactuated with this game. I can still remember running home from school, going right to my Wii as I couldn't wait to play it any longer. I'd wake up super early on weekends too just to play more. This and Galaxy 2 were basically the first non-licensed game's I truly loved and I'm very thankful for that as it made me want to play more Nintendo titles afterwards. As you can see I adore this game, let's talk about why!

I think the defining factor as to why people love this game so much (besides the story) is its atmosphere and portrayal of space. Sure, you have more goofy or lighthearted galaxies like Honeyhive or Beach Bowl that wouldn't feel out of place in another game. But a good chunk of the galaxies in this game, as well as the Comet Observatory, just have this really unique emptyness or marvel that really makes you feel like you're in space. Take Space Junk Galaxy for example. It's a very serene and solemn galaxy where most of the setting is literal space with some junk spread throughout just like the name implies and it's very relaxing to go through. A lot of the time I would just go into first person and marvel at the scope of all the planets or just look at the different skyboxes each galaxy has. Even on this playthrough, when I've played this game countless times, I still did this..it just never gets old to me.

As I said, the story is probably the other aspect people love about this game the most. It's still a Mario game so don't expect something mind-blowing but the cutscenes that are here are all great. Be it the beginning cutscene where Mario gets shot at by a magikoopa and gets flung to the starting planet while Peach screams his name, to the ending cutscene where all the Luma's save the entire universe by sacrificing themselves. It's just all so well done. Granted, these cutscenes only really happen at the beginning and end of the game, but it's what's contained in them that matters and it's the single best story in any mainline Mario game hands down. That's not even getting into the optional Rosalina's storybook which is in itself the single best part of the story. It just adds that extra depth to her character and let's you see who she is and how she got there. And even replaying it now, I still teared up...it's that good.

The OST I also think is the single best soundtrack in any Mario game. It has it all, it has catchy songs, it has majestic songs, it has atmospheric songs, it has emotional songs. I love Galaxy 2's OST too but it doesn't top 1 in my opinion and I think that's specifically because 2 doesn't have those emotional/sad songs which I value a bunch nowadays. Those would be A Wish, Sad Girl, and Family. Those last two especially, goddamn dude, I always can't help but get emotional when I hear them. Some other more lighthearted songs I love are Gusty Garden obviously, Melty Molten Galaxy, Buoy Base Galaxy and The Comet Observatory. All in all, an absolutely fantastic soundtrack.

As for the galaxies themselves...they're good! There may be some I'm not the biggest fan of, mostly the beach/bee galaxies and that's mostly because they reuse that theme twice which kinda stinks. But in general the galaxies are quite good even if they're aren't a ton of main one's. In that regard, 2 still does it better because there's way more fun and varied galaxies in that one, but 1 still has some really great levels to play around in. My favorites were Gusty Garden, Buoy Base, Freezeflame, Melty Molten and Space Junk. Special mention to Toy Time too for being so wacky and fun. Though, honestly another small critique I have with the game is the prankster comets. I'm fine with the purple coin ones but for the ones you playthrough your first time through before Bowser, there only being 4 types is kinda lame. 2 fixed this somewhat by adding more types and making it less obvious what it's gonna be but I felt it was worth pointing out. I will also say, people saying the movement in this game sucks I will never get. Is it better than Odyssey's? Definitely not but I still think it's a ton of fun to play around with the gravity. That's just me at least.

So yeah, I know I gave a criticism or two but I still absolutely adore this game and 2 fixes those issues I have and I sort of group them together as one game so it balances each others faults out. It and Galaxy 2 are basically my favorite games ever and I go back and forth on which one I prefer regularly for different reasons so I usually group them together even if both give pretty different gaming experiences. Either way, this game means everything to me and it's a must play for every gamer I think. I love it so much. Anyways, figured I'd go and replay 2 while I'm at it so look for that review soon!

Also forgot to say, I played as Luigi this time around. He's fun to play as even if he is slippery cuz his jumps are much larger. The reward you get for 100%ing both Mario and Luigi is lame as hell though and definitely was improved in 2.

There seems to be a prevailing expectation that as games evolved, they also became exponentially more approachable. Higher budgets resulted in smoother graphics and fewer bugs. More complex controls (adding left/right triggers, then adding one/two joysticks, then dabbling with motion inputs, etc) gave players a firmer grasp over their characters. AI became more predictable as their algorithms became more intricate to capture a wider range of responses. In a sense, as the technology expanded, the resulting products seemingly became more streamlined to better suit the player’s needs while more thoroughly capturing a developer’s vision.

Team Ico has never been about following tradition, however. If anything, the evolution of their titles embodies the regression of player control, choosing to instead utilize technological advancements not just to refine its premise via "design by subtraction" as chump has pointed out, but to deliver an entirely new experience altogether. Ico was a classic tale of boy meets girl; the girl had to be freed from her cage and pulled around the castle, as the boy protected her against everything in her way to prevent her demise. Shadow of the Colossus, however, was a story concerned with the struggle over control. The lone wanderer, in his quest to revive Mono, hunts down various several-story colossi capable of swatting him about like a fly. In the resulting desperate dance of death, he at first struggles to climb their hulking figures, hanging on for dear life until he discovers their weak points and stabs the colossi while they helplessly flail about. In other words, it's a game about trying to regain any semblance of control until you realize after the fact that the only shadow left was the literal shadow cast by Wander over their fallen corpse.

The Last Guardian then, can be thought of as the natural evolution of Team Ico titles, in that it melds previous design sensibilities and thrives off of disempowering the player throughout its entirety. Trico, the player’s companion and a cross between cat and bird, is essentially the analog to Wander’s horse in Shadow of the Colossus, Agro. Fumito Ueda designed Agro as a companion rather than just a vehicle, and had his team develop specific movement algorithms that would allow Agro to steer herself without the player’s explicit control, forcing players to put their trust in their steed during certain fights emphasizing bow aiming. Ueda and his new team at GenDesign iterated upon this idea, explicitly creating environments where the player was forced to rely upon Trico’s actions to progress and thus establish dependency between the boy and his companion.

While the game can be thought of as an inversion of Ico in this sense, its design influence upon The Last Guardian should not go overlooked, particularly in how the game captures Ico’s physicality. Ico’s key strength was establishing a sense of presence through minimalist puzzles that lacked overly gamey elements, namely in how Ico interacted with his surroundings. Players are subtly guided into climbing chains, pulling levers, sitting on stone sofas to save, and most importantly, holding down R1 to hold Yorda by the hand around the castle and pull her out of danger whenever captured. The Last Guardian innovates upon this by combining several of the traversable elements and the companion into one. To better navigate the vast ruins, the boy must guide Trico and utilize their tall body of climbable feathers in order to scale heights, while occasionally dragging around their large tail and dangling it over ledges to safely climb down. Most importantly, you get to pet Trico whenever you feel like it to comfort your friend in both their happiest and most emotionally taxing moments. In both Ico and The Last Guardian, the player’s constant contact with both the environment and their companion keeps them firmly rooted within its constructed sense of reality by regularly reminding them of their companion’s physical presence.

This physicality would not be as significant without the lessons learned from Shadow of the Colossus however, not just regarding AI behavior but also specifically in how it adapts the game’s sense of scale. Trico is large, and the boy is small. As mentioned previously, Trico can utilize their size to lean against walls and give the boy a step up, but they can also utilize their weight to hold down large chains and swipe away at imposing bodies of armor. Meanwhile, the boy is much more agile and can fit into otherwise inaccessible small spaces by Trico, squeezing through narrow tunnels and gaps in metal gates to pull switches and let his partner through. This obvious difference in size creates consistent room for contrast, not just in how the two characters differ in terms of functionality but also in terms of their scale when measured against the traversed liminal spaces of the ruins, constantly transforming from immense empty rooms to constrained and suffocating tunnels and corridors.

What is particularly interesting is not just The Last Guardian’s disempowerment or sense of scale, but rather what it manages to achieve with said elements and the resulting contrast to establish interdependency between the two characters and solidify their relationship. The combat, an almost complete inverse of Ico’s combat, is the most obvious example. Rather than defending Yorda by whacking shadow enemies with a stick, the roles have been reversed, in that the player must rely upon Trico to guard against scores of possessed armor as to avoid getting kidnapped himself. Even so, the game plays around with this idea of vulnerability, shifting the onus of responsibility about as the boy often finds himself in positions where he must actively support or protect Trico, such as disposing of glass eyes that scare his friend or scrambling to pull a nearby switch to lower a bridge and give Trico room to climb up to safety. The game is even willing to occasionally break its own rules to demonstrate how this sense of caring evolves past its defined guidelines. In almost any other game, this mechanical inconsistency would be regarded as a flaw, but it is this sense of doubt that creates room for the relationship to build from in the first place, and is perhaps the game’s most understated strength.

This is not to say that The Last Guardian was bereft of limitations regarding the execution of its ambitious scope. The most pressing challenge that Ueda and his team faced was how to balance its constructed sense of reality with regards to player expectations; that is, it had to find meaningful ways to commit to its vision of establishing the relationship between the boy and Trico while also acknowledging and appeasing players that would otherwise get lost or frustrated. Perhaps the most obvious downgrade from Ico is the presence of constant button prompts appearing on-screen to alert the players on how to better control the boy and instruct Trico; while the frequency of the prompts lessens over time, it is a slight disappointment that the game doesn’t simply force the players to experiment with inputs and commands as a more subtle and trusting substitute. This downfall however, is an anomaly amongst The Last Guardian’s other shortcomings, as it manages to successfully disguise many of its other concessions and limitations. There’s a classic “escape from the collapsing structure” sequence where all you do is hold forward and jump, but the game gets away with it because the player is used to being framed as a helpless participant. There’s occasional voice-over dialogue hints whenever the player has been stuck for a while in the same area, but it feels far less intrusive than Dormin’s repeated and booming hints in Shadow of the Colossus because the game has already established itself as a retrospective re-telling from the now grown boy’s point of view. Trico doesn’t respond immediately to the boy’s commands when being told where to go, but it makes sense that they wouldn’t function like clockwork and would need time to spot and process the situation from their own point of view, so the lag in response feels justified. It doesn’t matter that certain isolated elements of the game would crumble under scrutiny. What matters is that the situational context to allow players to suspend their disbelief is almost always present; in other words, the illusion holds up.

I’m still learning more about the game to this day. There are so many little details that I wouldn’t have spotted upon a first playthrough, and it’s an absolute joy finally getting to gush upon spotting them in replays. Of course it makes sense that you can’t just issue specific commands to Trico at the very start as a sequence-break despite not being taught by the game; after all, Trico hasn’t had time to observe you and mimic your actions to carry out such commands. Of course the hostile creatures that look exactly like your friend behave similarly; how can you then use your preconceived knowledge of their physiology to aid your friend in a fight against their copycat? I also can’t help but appreciate how GenDesign condensed so much learning within its introduction; in the first ten minutes alone, you’re hinted on how to later deal with the bodies of armor (the magical runes that appear before waking up are the exact same as the runes that appear when grabbed, and are dispelled in the same manner of furiously mashing buttons), you get to figure out how Trico’s eyes change colors depending upon whether they’re mesmerized or hostile, and it quickly establishes the premise of building up trust with a very wary creature that’s more than likely to misunderstand or ignore you at first. Combine all of these nuances with the game’s ability to destabilize and diversify playthroughs via Trico’s innate curiosity and semi-unpredictable instincts, and you get a game that becomes easier to appreciate the more the player familiarizes themselves with its inner workings.

I think a lot of criticism for The Last Guardian ultimately comes down to less of what we perceive the game is and more of what we perceive the game isn’t. It’s not a fully player-controlled puzzle-platforming game like Ico, it’s not a puzzle-combat game with spectacle like Shadow of the Colossus, and it’s certainly not a classic companion escort-quest game where you can just order Trico around like a robot and expect automatic results every time. Instead of focusing on the progression of more complex controls and puzzles, The Last Guardian is focused on the progression of a seemingly more complex relationship. I’m not going to pretend that everyone will get something out of this game, as it definitely requires a good deal of patience and player investment to meet the game halfway. It’s certainly more difficult to appreciate given its lack of influence unlike Ico or its lack of exhilarating boss encounters unlike Shadow of the Colossus. That said, it’s this element of danger in its ability to commit to its vision while alienating impatient players that makes it such a compelling title once it finally clicks. Many before me have pointed out how powerful the bond between the player and Trico felt upon learning from others that improperly caring for Trico results in your companion stubbornly ignoring the player’s commands; after all, volume swells cannot exist without contrast to provide room for growth. Perhaps this is why at the end of the day, I find myself transfixed by every word that Fumito Ueda has to offer. In an era where developers feel overly concerned with the best and brightest, he doesn’t seem concerned about what video games mean so much as what video games are. I can only hope that someday, he and GenDesign will return to bring us a new title that captures our imagination as thoroughly as many of his works already have for me.

Perfectly serviceable Sonic game, it does its job and it looks and sounds incredible. I love Blaze's design and the stages have a lot of set pieces, some are more memorable than others; the boss battles are alright, not the best in the series. Compared to Advance, Sonic Rush plays a bit faster, with a bigger screen and a stronger level design.

It's not able to keep that momentum as I would've loved, but playing as Blaze or Sonic makes sure there's plenty to run through and the music is the little cherry on top. Thank you Naganuma please don't look up his Twitter.

Having not played the original when I was a kid, I did everything possible to get as close to the child-like experience:

Step 1 - Remove all four of your wisdom teeth

Step 2 - Take painkillers before reverting to baby-state and sleep for 24 hours

Step 3 - After baby-state hibernation is complete, awaken as a young disgruntled adolescent who lays on the couch for days on end while playing Mario RPG and eating copious amounts of jello and pudding

Step 4 - Add in watching some Sopranos and some more painkillers and realize the connections between the New Jersey mob and the Super Mario RPG gang - Mario is obviously Tony leading the gang but still has some issues, Mallow is Christopher who comes along early and immediately you're like ah this fucking guy c'mon bro but then he comes in clutch a few times, Geno is Silvio the right hand man, Bowser is the combo of Paulie and Big Pussy with the fat guy enforcer aesthetic, and Peach is the smokin' hot therapist as evidenced by her first special move being called 'Therapy.' The Smithy gang are a combo of Tony's own family and his fears of losing his kingdom - put a pair of glasses on Exor's sword or Smithy and tell me that's not Uncle Junior in the flesh.

Step 5 - Write this dumbass review and boot up Paper Mario

What a fucking game, my dudes and duderinas. I played Pillars of Eternity when it came out way back in 2015 and while I loved it then, I think I still didn't quite get it. The game throws a ton of lore and setting exposition right at the very beginning and it never lets up, which made it difficult, for me anyway, to connect with the setting. However, deeper into the game things do start to fall in place, and as a setting, Eora is incredibly rich not only in history, cultural diversity, and storytelling, but in its ideas and prose as well. Every character the player will meet in Pillars of Eternity comes with his or her own set of flaws, ambitions, and perspective of the world around them that are grounded in the same storytelling and universe that the player experiences, and while they do have realism woven into their personalities, the character writing is more literary mythic than anything else. Eora and its denizens are heavily steeped in historical context within the game-world as well as within the philosophical context of their real world inspirations. Memory, history, and reconciliation of past and present are ever-present throughout the game's narrative and companions.

While the dense writing and lore may cause a barrier to entry on the writing side, Pillars of Eternity's combat and RPG systems are wonderfully CRPG beginner friendly. Every attribute is meaningful and can contribute to any build which makes it difficult to brick a character, allowing for roleplay to take precedence across builds. Obviously, as with any CRPG, min-maxing optimization can occur if a player desires to powergame, but the system does not punish more casual players, resulting in a positive experience for both ends of the spectrum. I played a rogue who wore heavy plate armor and used a gun, but the standard light-armored sneaky rogue would work just as well, for example.

However, the real highlights of Pillars of Eternity happen when the game turns all of this worldbuilding on its head and finally considers the implications of the ideas it sets forth. Themes of post-colonialism, ontology, historical relevance, nihilism, and imperial exceptionalism all are not only represented within the game, but are confronted directly by the player. It's not enough just to represent these ideas within the game world - the player is specifically tasked to think about philosophical questions in order to progress through conversations and form plans on how to move forward.

Few games seem to do this as openly and bluntly as Pillars of Eternity does, and while the game may have originally existed as a kickstarter project meant to placate fans, like myself, of Baldur's Gate, narratively Pillars of Eternity is much more in line with something like Planescape: Torment or Bethesda's post-modernist take on fantasy lore via Morrowind. Like all celebrated and dissected mythologies, Eora isn't afraid to get both historical and weird in order to confront our idea of humanity and the world we live in.

This game got coverage in Nintendo Power in the late 90's. I also had a bully named Doug Johnson at the same time. I finally stood up for myself, punched him and got suspended from middle school for 2 days. My parents were so happy I stood up to this kid that they bought me a game - any one I wanted. I chose this and frankly, I never regretted it. It's thin, but has good vehicle variety and looks...ok...for its system. I've played a lot of N64 racers and you can do much worse than this.

Prince of Persia The Lost Crown was somehow my first ever experience with the series. I know that this is the only 2d Metroidvania, which is my second favorite genre, but if the other games are anywhere as interesting or as well made as this entry I am itching to dig further into the series.

Sargon is an excellent protagonist and easily the most likable of the immortals. His movement, upgrades, battle abilities everything just feels extremely smooth and leaves every moment a joy to play through. The gameplay is something I can easily point to and recommend for the reason to play this game. I also thought the difficulty was perfect. There are parts that will really test you without being overly difficult but nothing in this game just comes easy either. I feel Ubisoft hit the perfect sweet spot for difficulty here.

You can see they really put in a lot of work studying the greats. The sprawling map riddled with secrets, the potential for sequence breaks, the ahh hah moment when you get an upgrade that will let you solve something that was stored in the back of your mind that you couldn’t get to earlier. The game borrows heavily from Hollow Knight with the wak wak trees being Hollow knights bench, your amulets being Hollow Knights charms, the fighting is definitely different but strangle feels similar, and select special abilities when you have enough ather or in Hollow Knights case souls. The movement however feels like they were very inspired by the Ori series. I don’t want to spoil anything but it truely feels like Ori once you get your last movement ability.

The story is good not great. Many of the turns I felt coming a mile away but it was still enjoyable and a good story. I like that they give you bits and pieces of peoples backstory and the lord through items and tablets and such through the game.

My only two issues are I feel they didn’t explore the immortals more in the beginning which hurts your ability to care for them more which hurts by lessening the things that happen to them through out the story. If we would have grown to love them some story beats would have hit so much better. The second is I encountered several bugs. One where the game just froze when talking to someone costing me progress, one where I went out of bounds through a floor and ended up on the other side of the map, and most importantly one of the side quest is bugged and there is a good chance you get locked out of it causing you to miss 100% and some items as well as a trophy for doing all side quests. Ubisoft does apparently know about this as it is a big across all platforms and is supposed to be getting patched out. If it wasn’t for these two things I would have given this a 5 star rating and I’m sure one of those will be fixed with patches relatively soon.

At the end of the day this game deserves to have its name mentioned amongst the titans of genre: Metroid, Castlevania, Hollow Knight, and Ori. It deserves your attention and is an extremely easy game for me to recommend to any type of gamer. I hope this game get the attention it deserves so we can see more Prince of Persia metroidvanias.

Hey it made my top 100 list:

https://www.backloggd.com/u/DVince89/list/my-favorite-100-video-game-of-all-time/

And here is where it ranks amongst games I’ve played so far this year.

https://www.backloggd.com/u/DVince89/list/games-i-played-in-2024-ranked-1/

This day has finally come.
That's right -- the day when you and I will meet.

I was always thinking of you,
here with this DS4 controller in my hand.
I never even knew your name
or face until today.

But now I know.
Oh how I love you, Heather.

It's okay that you run funny
with your feet out to the side.
Or that you got killed by a mirror.
Hey, it happens.

You are still a great protagonist.
Your skill rivaling Sekiro,
with a blade as sharp as your snark.
I guess a hair dryer works too, in a pinch.

I knew you'd defeat your competition.
She doesn't even have eyebrows.
Wait, did she really just eat that???

Either way, great job at being cool.
Thanks for letting me play your game.

After all, you and I exist as one.
What I give to you is the same as
what I give to me.

- Stanley Coleman

Sure the combat could be better but if you think its bad clearly you've never impulse mega flare permafrost dancing steel into stagger will-o-the-wykes lightning rod gigaflare zantetsuken level 5-ed before and it shows :/

I struggled a good bit throughout my playthroughs of Final Fantasy XVI. It is now the third mainline game in the series I've beaten but at the time I started it I had intended it to be my first. Its a series I've always known i needed to try to get into, and the demo of this game was absolutely amazing, it completely blew me away. I was very unexpectedly hyped for this. And playing it I was like oh yeah this is def 5/5 material, after the Garuda fight I was so sold on the game. The music is fucking fantastic and I've never seen such awesome boss fights. But then after that the game felt like it had already peaked. There are still great boss fights through the rest of the game but they never were as impactful as the first 10 or so hours were for me. I felt myself increasingly disinterested in the plot and all the lore and by extension - the game itself.

All that changed near the end when I finally actually started doing side missions. I surprisingly ended up becoming quite fond of all the side characters in the Hideaway and to a much lesser extent the different characters out in the various towns and villages. The game has a pretty damn good cast. It was around that point that I was pretty hype for the end. And for the most part the finale delivers. Its plenty epic, and I was having a great time. But in the end, I was a bit disappointed in how everything wrapped up. That's not to say that there's really anything wrong with the ending, it just wasn't what I was wanting. How i feel about that is how I feel about Final Fantasy XVI as a whole. Plenty of great moments, but in the end still just a little disappointing.

Now that I've explained that I still think FFXVI is great, I have a lot more to complain about. Mostly minor things but it all added up over my 90 hours spent with the game. Some minor annoyances like enemy phases being tied to health bars so sometimes when you set up a stagger and start unleashing, the game just lets them sit there and recover without taking damage and you being unable to do anything for like 20 seconds before the next phase begins. There's also some battles in the wild where if the fight naturally goes a little further than where it started, enemies may just become immune and run back to their spawn point at full health. There's also without fail after every big boss, a main quest that's meant to let things settle but it just kills the pacing and feels like the game is wasting your time by dishing out forced side quests, sometimes several in a row. In the more dungeon-y areas the game is also pretty bad at leading the player along, there were several times I ran completely in the wrong direction because it doesn't make it clear what doors you can open unless you're right next to them. My final complaint is that Final Fantasy mode, the supposed hard mode for NG+, is a complete joke. Now I'm sort of glad it wasn't hard because it made the platinum obtainable for me and now that i have one for a mainline game in the series I don't ever have to bother again. But like, the games idea of hard is give every enemy 50x as much HP. For normal enemies it ain't nothin a level 5 Zantetsuken can't solve but any enemy with a stagger bar doesn't actually feel harder to fight, they just take ages to fucking kill. Even though i skipped every cutscene and did minimal side content, my FF playthrough felt longer than my first where I did basically everything. It just isn't very fun.

So that's about all of my thoughts with Final Fantasy XVI. But to end on a more positive note: Jill is hot and Titanic Block + Counter is one of the most satisfying moves of all time.

Thanks for reading <3

-----TLDR----
+ Great cast
+ Amazing soundtrack
+ Awesome boss fights throughout
- Story quality and pacing is wildly inconsistent
- Didn't like the way it ended
- Too many little gameplay grievances that add up

Nancymeter - 85/100
Trophy Completion - 100% (Platinum #278)
Time Played: 92 hours
Completion #6 of November
Completion #210 of 2023

I had high expectations for High on Life. Even though I'm not an FPS fan, I was excited to play this Xbox exclusive. When I saw the first reviews, I was convinced that the hype was unwarranted, and the game wasn't anything special.

Perhaps the most significant feature of this game is its ambiance. That's probably the best part of the game, for sure. The world is completely crazy in a good way, and I liked it, but I had the feeling that it was too much at some times. The game is 100% crazy all the time, and it can be overwhelming.

The story is as crazy as its ambiance. It's a game that doesn't take anything seriously. Most of the time, you'll be interacting with your talking guns. In the end, the story is crafted to have your guns making jokes while creating a reason for the crazy world.

The gameplay is just okay. It's an FPS, nothing special in this regard. It's a pretty common game in this aspect.

High on Life is not a game for everybody. I only recommend it if you are expecting dark humor and don't care about its simple gameplay. I finished this game disappointed. It's not bad, but it could be better.

Super Mario Bros. Wonder marked a necessary and innovative direction for Super Mario's 2D games. After numerous titles following a similar formula and several years without a new release, Nintendo decided to introduce some significant changes.

At the beginning of this review, it's essential to highlight that Super Mario Bros. Wonder is a classic 2D side-scrolling game with modern features. While introducing something new to the franchise, it represents an evolution of the first Super Mario games released on the NES.

Critics argue that the game is completely different from the New Mario Bros. series, but I disagree with that assessment. Despite having some distinct features and being an improved version, it essentially remains the same game. It is undoubtedly an evolution of the previous games released on the Wii, DS, and Wii U.

The art is incredible, making it arguably the most beautiful Mario game ever released.

In conclusion, the timing was perfect for the 2D Mario games, and Super Mario Bros. Wonder stands out as the best side-scrolling Mario game to date. Personally, it might not be the type of game I typically enjoy, but I can't deny its excellence. It's a game that excels in everything it sets out to accomplish.

The Legend of Zelda: Tears of the Kingdom had a challenging mission to accomplish: to surpass Breath of the Wild. In the end, we can say Nintendo achieved this goal and delivered one of the best games of all time.

To start this review, we have to mention that the game is quite similar to its predecessor. The developers reused the same main map but added an entirely new world in the skies and in the depths. Furthermore, the game improved Link's abilities, which, to be honest, are much better.

The graphics in Tears of the Kingdom remain consistent with what we saw in Breath of the Wild. It's a beautiful game, but it would have benefitted from more powerful hardware to run at a higher resolution and without any frame drops. I frequently encountered issues with low frame rates, but it's impressive to see a game of this caliber on the Nintendo Switch.

The story is quite compelling and is undoubtedly the best in the franchise. It's remarkable how the developers crafted such an emotionally engaging narrative and allowed players to have unique experiences due to the myriad possibilities for progression.

Honestly, towards the end of my journey, I started to feel a bit fatigued and rushed through the game a bit. It happened to me, although I haven't seen others complaining about it.

Another important point to mention is that you shouldn't play Tears of the Kingdom if you haven't played Breath of the Wild. Not just because the stories are connected, but also because, after playing Tears of the Kingdom, you'll realize that Breath of the Wild almost feels like a beta version in comparison. So, you won't be able to fully enjoy the first game after experiencing this superior sequel.

The Legend of Zelda: Tears of the Kingdom is a modern classic. It's incredible how Nintendo developed a game that lived up to all the hype players had. It's a must-play title in the Nintendo Switch library, and we'll still be talking about it for decades to come.

Dontnod's best looking game is also their least interesting. Can we stop comparing everything to Twin Peaks just because it has a small town and some trees?

Some people may ask me "Vee why do you like Revenge more than No Mercy? Doesn't this have less match types and customization options?"

While that is true, there's a few things that always stuck out to me about No Mercy that I didn't care about. Number one is the roster. Look, as much as I love the shit out of Al Snow and Crash Holly comparing those guys to fucking Macho Man Randy Savage, Kevin Nash or goddamn Scott Steiner is absolute buffoonery. WCW's roster in 98 was absolutely fucking stacked and this game shows it off with easily the best roster in a wrestling game of all time. The only huge glaring omission is the lack of Ric Flair, which is unfortunate but I guess nothing can be perfect(even if Curt Hennig is in this game).

The other huge one for me is the music. You can talk about the absolute meme music for No Mercy on the menu as much as you want, but everything pertaining to soundtrack is flatout inferior to Revenge and especially World Tour. Some of No Mercy's match bgm literally puts me to fucking sleep with how low-key it is at times. Meanwhile Revenge and World Tour are constantly getting you hyped out of your mind.

Lastly, performance. It's pretty obvious they crammed a lot of shit into No Mercy so 4P matches are always dipping in framerate, but also just in general matches feel so much slower compared to Revenge.

These reasons may feel like nothing, but as the years go by No Mercy only gets harder to play and Revenge becomes easier to pick up. That's why it'll always be my favorite wrestling game from this gen.