I let this cook for a few hours, slept on it, thought about it, and decided that this is probably one of the best RPGs ever created.

I had to sleep on it, because I'll get this out of the way first - the open world/side quest portion before the end of the game is bad. It's not good. They do not give you enough information to go on in order to complete their quests. It's really not that bad, but it feels like a nuke was dropped on my experience. This is because every other single thing about Chrono Trigger is perfect. It's, safe, but perfect.

I think partially I would call it safe just because this game could have been released yesterday. This game is timeless. To think that this game has this level of quality of life, narrative coherence, and balance in the battle systems is astounding. The battle system doesn't do anything absolutely incredible, and yet only one or two games have copied its tech system word for word.

I think what gets my point across best (and in the most goofy way) is this: literature and music have been around for thousands of years. Film has been around for almost 150 years. Video games have been around, generously, for 65ish years, popularly for maybe 45. In literature, we might think of like, Pride and Prejudice, maybe Frankenstein, as literary classics. In the film world, Casablanca comes to mind. Chrono Trigger is that game for the medium. It's not just a video game - it's THE video game. It is a triumph that this game was released.

I had a lot of my thoughts put together for this game and then the ending happened. I am truly on Nomura's wild ride, and I'm having a good time, but it's more like Gene Wilder's Tunnel in Willy Wonka. I'm enraptured but a little scared

Great! The DNA of FF7 Remake series can definitely be traced back to this game's combat, which I really loved. This game is oozing with charm, and with some tweaks this would be an all-timer. I hope Square decides to bring this back with a remaster or collection one day soon.

very very good game. an incredible story makes up for some missed potential gameplay-wise (in terms of the map design) but like PEMDAS it all cancels out

This review contains spoilers

This game feels. so. long.

Red Dead Redemption looks incredible considering its release year. Genuinely incredible tech on this game. The character animations and voice acting is top notch. Nothing particularly surprising from Rockstar, but still worth mentioning nonetheless. The soundtrack of the game is also decent, with some standout tracks.

However, much of the game is a waste of time. The lack of quality of life really contributes to this feeling. The tie between saving and passing time is genuinely unforgivable - I wouldn't be surprised if I lost maybe 10-15 minutes of my life in this relatively short game to just saving to pass the time, or passing the time to save. This honestly wouldn't be such a big deal if certain missions didn't have a time requirement. Or, better yet, if you could just move to the time of day by approaching the needed mission. This lack of QoL is baffling.

Much of this game is riding on my horse. The horse controls in this game are by no means bad, in fact I was pretty impressed. However, getting most of the character dialogue in this game from just holding X for a few minutes is. bad. Genuinely, just have the horse follow the road. Or have the dialogue be presented in an actually interesting manner.

The combat in this game is fun, but very very simple. Deadeye simplifies things even further. Relatively, there isn't much combat in the game (which rightfully sets a decent tone of how serious shooting can be in this time). However, the encounters within the game feel fairly uninspired. None of the locals look very interesting, and they don't play out anymore complicated than running between cover and shooting. The cover barely even works in this game, so you really don't even have to do the first part. Especially if you have deadeye on deck.

The default controls in this game are also abysmal for riding a horse and shooting. Most of the time I was claw gripping the A button to ride, and shooting with my other fingers. Very uncomfortable.

Additionally, the actual open world feels utterly useless and needless. There is no reason to fast travel using camps, which wastes more time. The side quests in this game are not interesting, save for the ones that continue throughout the game. The Wanted system in this game is useless for how much money you get. The honor and fame systems give nearly useless boons by the end of the game. Normally, I'd be prone to explore more and take my time and figure out scenarios in which I would use some of these little buffs they give John, but there isn't much to explore in the samey looking world of Red Dead. I got one near the end of the game that said that I could not face repercussions for stealing horses, and it's like, why? Why would I take someone else's horse anyways? It really tries to shoehorn GTA mechanics into a game that doesn't need them.

But, honestly, the worst part of this game is the story. It's just plain boring. It doesn't even function as a character study of John Marston, who is so blinded by being a wife guy that he doesn't understand the plot he's in. In that sense, it fails as a tragedy as well. The actually interesting part of the game falls within the last 2 hours, after I had lost much of my interest. The first couple of parts (minus Bonnie and Ricketts) are completely devoid of any gripping content, and mostly consists of doing substories for Old West caricatures, which culminate in a very anticlimactic mission that completely fails anyways, leaving me feeling like I completely wasted my time. The game's questionable politics concerning the rebels in Mexico left me fairly downtrodden, and the third part of the game left me confounded as it expected me to have any emotion about John's past with Dutch. I just. don't understand. This is a bad game, and I don't understand the hype.

I really wanted to like this more, but I think there's just a bit too much jank in the game. The voice acting and character animations are really well done despite its simple story and gameplay, and it has a lot of that PS2 charm.

it's fine. a lot more of the puzzles are obtuse than I would have preferred. and i wouldn't call this calming by any means - if you're looking for that, play Unpacking.

Surprisingly decent. Bump combat is fun until it isn't. Bosses had potential but eventually got more annoying than fun.

I clocked a very solid 60 hours into Granblue Fantasy Relink. The game is amazing in so many ways. The story is really well done, and actually engaging despite only experiencing a bit of the world of Granblue through Versus. I did experience some bugs - an ugly crashing one made me repeat the Chapter 8 boss two or three times - but otherwise it was a very fun and seamless experience.

But the story wasn't why I bought the game. No, it felt like a bonus to the excellence that was the post-game. I was promised an action RPG with MMO-like mechanics, and I was provided that on a varying scale, but an otherwise very fun one. A lot of the extra bosses are throwaways, with no unique mechanics. However, the bosses with actual mechanics that felt interesting to fight made the "struggle" all worth it. I won't spoil those bosses, but regearing and retooling my build was exorbitantly fun during this process.

Sigils are fun to pull for, weapons are interesting, and build variety feels good. The 'messiness' of fights and variety of build options means that "optimal" is hard to find in a game like this. Some might like this, some might not. For me it felt like a double-edged sword, where it felt like I wasn't stressed about building correctly, but I never felt secure in my build. It also admittedly felt like making after fight adjustments didn't always do something - sometimes it was just stat changes/increases over time that would help with a fight.

Coming from FFXIV Savage raiding, the game is great. It definitely doesn't reach that difficulty. The hardest it gets is maybe an Extreme Trial. But those clears feel incredibly satisfying, and the character variety along with engaging gameplay made this a very, very fun time. I hope that they decide to release more DLC/expansions past May, and that their roadmap extends.

Note: this will be mostly spoiler-free concerning the story. However, I will go a tadge in-depth concerning the combat and mechanics, as well as the characters you travel with.

I began playing the Like a Dragon series about a year ago. Starting with Yakuza 0, I sprinted through every game in the main series until I finally got to Gaiden in mid-December. I've been preparing. I feel an extreme emotional attachment to the characters and world. And it has finally come to a head in Like a Dragon: Infinite Wealth.

First, I want to get the minigames and side content out of the way - it's top tier in the series. I played almost all of the side content in 0, Kiwami, Kiwami 2, and Yakuza 7. And, of those, I would pick Infinite Wealth's content every time. At first, I thought the substories were slightly weaker overall, but the stories told were longer and more meaningful. That is, until I got to Kiryu's substories. They take a pretty decent collection and elevate it to referential yet meaningful stories for Kiryu to experience. Not to mention, a lot of the stories have little specific minigames and experiences within the game that can't be otherwise accessed. Ichi's stunt film substories are specifically a standout.

These substories aren't even including all of the actual minigames though. Almost all of the sports games are back, including Darts or Pool. The karaoke in this game is unmatched, featuring the most songs in the franchise thus far. Can Quest and the new Crazy Delivery modes are as fun as they were, and the Delivery mode was specifically a standout. The Sicko Snap mode is hilarious and quick/easy fun. These minigames do a lot of heavy lifting to make the new locale fun and lively. Not to mention the Aloha Links, which make RANDOM NPCs INTERESTING, which is SUCH an achievement.

However, in terms of side content, the highlights of the game are the Bucket List/Life Links, the Drink Links/Bond Actions, and, of course, Dondoko Island. To speak quickly on Drink Links, these are far and away better than 7's. They have better stories, there are more of them, and the actual content relates to the main story better than they had before. The Bucket List is genuinely a highlight, and I found myself intensely interested in pointing at my screen for every reference to a previous game they made. This includes games I haven't even played yet. The Life Links are incredible, with characters returning that I never thought I would see again. And all of these things have an intense relation to combat, whether it gives a summon (poundmate), or if the drink links allow your teammates to help out and do more damage per turn.

But, of course, the king of side content is Dondoko Island (and the related Sujimon quests). Sujimon are so much better in this game. They have become a fully fleshed out (and well-written) story, with fun, pokemon-like gameplay. Their real use, however, is working on Dondoko, an animal crossing-like island. It's here where I was able to decorate and upgrade my own spot of land in the Pacific. The amount of depth in this minigame is actually incredible. It could have been a game all on its own, to a certain degree. It takes a lot of the fun and peaceful portions of Animal Crossing, and adds some story-based tension to up the stakes and entice the player to finish upgrading the island. I finished the island within 20ish hours, but I easily could spend a hundred just fine tuning my land and upgrading my house. There is so much content, and it alone guarantees a fun time if anyone is willing to make it through a very long portion of the game to get there.

I still intend to keep this review completely spoiler-free, but at this point, I'm going to talk about my feelings about the plot in this game. Feel free to skip this next paragraph if you want no prior thoughts about the plot.

Regardless, I generally really enjoyed the plot of this game. Like most of the games I would consider my favorite, this game does have a major flaw and I think it's the story in this entry. It's good. Great, even. But it does slightly suffer after coming off of Yakuza 7, which contains the only story to rival Yakuza 0 and Yakuza 4's (in my opinion). But these flaws are not devastating by any means. It's really just a very unevenly paced ending, with an emotional core that doesn't totally pay off by the end of the game. The new characters are a fantastic addition, and the opener to this game is incredible. In fact, the way this story weaves all the characters together is really well done and it ambitiously attempts to do way more than any other Yakuza game (maybe other than 5).

The game's storytelling is not confined to its plot, however. "Environmental storytelling" is honestly an overused phrase within the medium, and LAD8's use of it is mixed. The returning cities are mostly kept the same (from what I could find), which is almost disappointing when it comes to how many changes the maps go through inbetween entries. Honolulu, the new map, is probably even the best map that RGG has made. They've come a long way from the many, sadly mid maps they made for Yakuza 5. Consolidating into one really big and cohesive map does wonders for this game. I only brought up the fact that the phrase is overused because of how much it doesn't matter that RGG didn't change much. Yeah, it's somewhat disappointing, but this game is doing so much more with its premise that I cannot fault this small "oversight," if you can even call it that. Hell, I'm sure I missed certain things within the three explorable maps. I only bring this up at all for those who might really care about that storytelling - I know it was very cool when Kamurocho Hills came into existence, or the retroactive changes between 0 and Kiwami. Don't expect anything like that in this game.

In Yakuza 7, one of my biggest issues was with the combat. Again, I love that game to death, and a lot of the faults didn't matter to me in the end, but I can admit that the combat in that game tends to be rough.

None of that is present in this game.

The combat is sharp, smart, and engaging. Hell, adding the ability to move around solved nearly half of the issues. The inherited skill system is tons better, with more build options presented to the player. And, while yes it is disappointing that there are classes locked behind a paywall (not to mention NG+), as someone who preordered the deluxe edition the Footballer and Tennis Pro jobs are two of the most fun jobs. The amount of fun combinations you can make is stunning. The Tag Team and Special Attack animations are amazing again, with the Poundmates really getting more attention this time around. Additionally, Kiryu's Dragon job is rightfully the best job in the entire game, with so much versatility and fun.

Overall, through all the hemming and hawing about various different thing, it might be confusing as to why I would consider this my new favorite game of all time. A lot of this is definitely due to certain story beats and moments that I wouldn't spoil here. But in any case, as an overall package, I cannot believe how stunning this game is. I cannot wait for the next installment, even if I feel pretty sure that nothing will feel this ambitious for a long time. RGG outdid themselves, and I can't believe how amazing of a product this is. Before, I was sure that LAD/Yakuza 7 was going to be the lasting JRPG for RGG. Now I realize that this game is the one that deserves to be canonized into the JRPG hall of fame, sitting along big hitters like the FF or DQ series. Incredible work. I am so glad that I was able to work through all of the Yakuza games' ups and downs in order to get to this singular project. I don't have better words to give it.

The game is very, very lacking. The biggest fault here is the exp system, where catching pals is the bulk of leveling up. This is a huge mistake. A lot of the issues with this game would be fixed if it had a system akin to Valheim, where individual skills had different levels. As is though, it means that the player has to prioritize catching above everything else before actually getting into the bulk of the game. Additionally, the actual assignments for pals is messy, and needs worked on. With a couple years of content this game could be good, but I wouldn't touch this again.

I'm never really done with these fighting games, of course. This is also just a review of the multiplayer experience. I really respect the developer's decision to not have any balance patches for the game. Regardless, I think Streets' gameplay is not for me. I will, in the future, probably stick to anime fighters like Guilty Gear or the new Granblue. These footsie games are a ton of fun but I won't ever really feel myself getting better at them. I loved playing Lily though.

I want to go back and do some World Tour stuff, but I doubt I'm gonna get to that any time soon.

I haven't played too much of this game. I actually had a lot of it spoiled for me for the sake of playing with friends. But I wanted to make sure to log this to show that, yes, I played this game, and yes, it's pretty good.

I do think this game suffers when playing with more than four people IN MY OPINION but that is because of game balance and atmosphere. As a scary game, it succeeds. As a social game (more than four players), it fails pretty hard. But, the game elicits some great moments and clips and I can appreciate it for that.