(Logging ratings from glitchwave.com)

Really good! It's incredibly unique, both the gameplay and aesthetics, and its got a banger soundtrack. Highly recommend.

(Logging ratings from glitchwave.com)

A very fun time. Sags a bit near the end, but I suppose most RPGs are like that.

(Logging ratings from glitchwave.com)

is it fair to think less of a game because getting the true ending is aggravating and you get sick of playing the game due to the tedious conditions required to achieve it?

yeah

(Logging ratings from glitchwave.com)

kind of a nothing game, but the music bops and it works well as a game to play while listening to something else

i uninstalled it immediately after beating it though lol

(Logging ratings from glitchwave.com)

on one hand, random encounters every ten steps and an utterly broken economy where you go from scrounging through piles of crap to get pennies to having an absurd dragons hoard of wealth

on the other, a very unique and rewarding combat system with great bosses and fantastic dungeons, with an utterly heartwrenching story to boot and an amazing ost

you owe it to yourself to play this, flawed though it may be

a horrendously difficult game where you can potentially lose hours of progress due to the limited save system and with enemies where you chop off their head and they still manage to give you an infected limb on the way out

great game! would play again

okay but actually, word of advice, do not go for ending B, it is absolutely not worth the hassle and you basically need to do the same shit for ending A regardless

very nostalgic, felt nice getting blatted with a rake over and over again

again

also the extra mode is really neat, the new surprises were very welcome

though ultimately it is just a "getting blatted with a rake" simulator with a very bitter ending (compliment), so i can't rate it much higher personally

inoffensive 2: i think i liked this one a little more

This review contains spoilers

well shucks i had to have liked it if i was trying to P Rank everything! i kinda ran out of gas by the time i made it to wrath, though

the standard game without P-Ranking is excellent though, great music, visuals, gameplay, etc. also, the one Prime Sanctum I've done so far is awesome, Minos Prime is an amazing boss and felt great to learn (but not quite master, sadly, my best is an S Rank)

i look forward to seeing how Act 3 plays out...

after 166.9 hours and 54/65 achievements done i can definitively say i am exhausted with this game

the moment to moment gameplay is excellent, as is the new tokens system which i think is a step up from the first game, as are the new skills and paths you can use with each class. it's the reason why the score is only middling and not somewhere in the depths.

this game is held severely back by one major issue. this game is torn by its ties to the original game and its desire to be a rogue-like, and thus doesn't manage to do either as well as it should.

most runs in darkest dungeon 2 takes a minimum of two hours and can get up to three. if you're very lucky (or are just doing the denial chapter) then you might get away with an hour. but do you know what i could do in one hour in another rogue-like? I could do a full run of The Binding of Isaac: Repentance. If you want a turn-based RPG rogue-like example, look no further than Hieronymus Bosch's Brutal Orchestra.

that's a good comparison piece, actually. Brutal Orchestra has a system similar to the stagecoach in that it is a UI where you choose one of so many paths in order to fight enemies, find items, etc. you know what it doesn't have? a long and drawn out stagecoach trawl where the only benefit is running over road debris to potentially get items. in Brutal Orchestra, you can go down paths quickly and near instantly and as such, runs in Brutal Orchestra at most only take about an hour. if you're not good at the game? An hour and a half. keep in mind that 1.5 hours is a generous time for how long DD2 runs last generally at minimum.

you know what else Brutal Orchestra doesn't have? five minutes of set-up before you can get into the meat of the game. must I do the fights in The Valley every time? must I ride through the stagecoach and in order to go through the Altar of Hope, to select the chapter of the game I want to play, and to pick my heroes? was all of that necessary when all of it could be condensed into one or two menus?

but here's the twist, hypothetical reader, and the twist is that all of this micromanagement and time-wasting was in the first game. you know what the first game also had? permanent and meaningful upgrades you could funnel resources into.

to be fair to the game, they sort of tried to do this, but it was a half measure. the two forms of progression that you retain between runs (ignoring chapter completion itself) is the Altar of Hope and the Memories.

the former is a sort of replacement for the Hamlet in the first game. you use candles of hope in order to unlock items for future runs. you also can pay some candles to receive benefits that will make runs easier, but it's not enough. a bizarre feature of the system is that when you unlock new items, you will start your next run with them in your inventory, but only for that run. that's odd, i thought, that they would give you a potentially busted trinket for free.

then i had another thought, why the fuck didn't the game let you use your remaining candles of hope to buy trinkets or inn items at the Altar of Hope if you are in excess, as opposed to having it fill a useless score meter? make it crazy expensive if you'd like, but it would be an easy way to keep candles of hope relevant even after you've unlocked all the items. it would make heroes feel less crippled when starting new runs.

speaking of heroes, the Memories system. it's a wash. this is the attempt by the game to recreate the "persistent heroes" from the original in a manner i can only call baffling. keep in mind that runs will often last at least two hours and that Memories reset upon death, so the marginal buffs you give your party are rendered useless by one errant critical hit. and it wouldn't be so bad, y'know, those errant crits, except each hero can only have one set of memories and you can't take duplicates into runs. you wanna play a run with your highwayman with three memories? why would you ever risk them going out unless you want them getting a new memory? in which case, hope you don't get fucked over by RNG because that's potentially six to eight hours of lost character.

this does not feel the same as it did in DD1. each hero, whether they were dupes or not, had their own personality to me. the quirks remained, as did the skills i preferred to equip on them, and they had experiences they lived through in these runs. y'know why losing them felt tragic, and not nearly as shitty as it does in this game? because i know there are other heroes, likely ones of the same class as the dead hero, who can take their place and i might even find heroes in the stagecoach with a decently high starting level so i don't feel so utterly crippled by death.

permanent trinkets, too, helped lessen the burden of death, because you were always getting something that lasts from a run so long as you don't run away without retrieving it or party wipe. in DD2, you can only win or party wipe. splendid.

were the game more like a rogue-like, they would cut out all of the filler in between the parts you actually enjoy, ie: the combat, and would just let you do that.

were the game more like darkest dungeon, long term progression would be more permanent, as opposed to locking it to future run items and minor buffs to the run that became invisible to me very quickly.

but i did play it for a while, so i must've enjoyed some of it. near the end, however, i really couldn't care less. red hook's body of work has been laid bare and i think it could use some polishing up. maybe DD3 will commit to the rogue-like bit or return to form. either way, i would probably like it better. keep the new tokens system though, i am quite fond of that.

i will gladly move on to playing Fear & Hunger 2, which is a game where i also get killed by RNG and potentially lose hours of progress and goddammit

i could marry this game fr

but also there's some bullshit in there

a snacky experience that i'm looking forward to being fully completed. the ost by +TEK drew me in, and the gameplay doesn't disappoint! it's not complicated or groundbreaking (or very long, for that matter), its just a solid, fun time.

LISA: The Painful is one of my favorite games ever made, so this rating is a surprisingly bitter one that I'm forced to make.

The story? Oh no nothing's wrong there. Everything writing-wise, both old and new, are top notch. The secret content is beautifully written (here's a tip, try resting at the very first campfire once you've acquired all the boat parts in Area 3) and it ties together well into the secret content of LISA: The Joyful - Definitive Edition. All in all, it's a great package deal.

but

This Unity remake is marred by a number of minor flaws that all come together to make certain experiences feel less... weighty. Many of the sound effects feel less punchy than they used to. Some of the battle animations happen too fast. Some attacks don't even register properly, meaning certain storytelling moments in combat (which I will not spoil) lose the weight and impact that they had previously.

It's genuinely unfortunate that I have to discuss this at all because I am incredibly sympathetic to Dingaling and Serenity Forge. Remaking an RPGMaker game in Unity while retaining the feel of the original game and allowing for Austin to use the new engine for some new, creative sequences (see my earlier hint if you would like to learn more). Even so, it's a criticism I really hoped upon release that I wouldn't have to make.

They're still patching the game, so it's not as if these problems will necessarily be around forever, and hell, the overworld itself is translated near flawlessly. It's just in combat where the problems lie. I really hope it gets fixed up so I can give this version of the game the five star rating it deserves.

So which should you play? The original? Definitive?

Honestly, I would almost argue playing both. Do one run in the original game, then do a run in Definitive. Definitive adds new content that is 1000% worth playing despite the hiccups, but I think that a first time player would be losing something if they only played Definitive and not the legacy version. It's a tough sell, but I think this game is just that good. I literally played it twice in two days. It's the kind of game I relish.

But I think it's time I give LISA a rest....

is what I would say if I didn't have something to say about the Joyful!!!