The first half of the story is pretty slow, but it's necessary build-up for the more emotional beats that happen later. The second half of this game is now my favorite stretch of Persona storytelling ever. The characters and themes all come together in such a beautiful way.

Most of the social links are very good and have fantastic conclusions, but a few of them really haven't aged well. I also wish the game didn't make it so hard to do school social links. Sometimes you'll have to wait weeks without being able to progress them. Summer vacation is easily the worst offender of this, and I just couldn't wait for it to be over.

Tartarus is fun for the most part. I really enjoyed the new combat additions and qol features. If you love Persona combat like me, this game does a good job of keeping it interesting. The familiar dungeon layouts start to get pretty repetitive later on though, even with each block of Tartarus getting a visual overhaul.

The story is what really elevates this game for me. The characters go through such massive developments, and truly grow to feel like a group of life-long friends. The ending is also now one of my favorite video game endings of all time.

Part 1 MSQ Review: The emotional core of Vrtra trying to save his sister has kept all of these patches engaging. Zero is a fantastic addition to the cast, and this patch just further reinforces how great she is. Golbez started out as a pretty basic villain, but they ended up doing a lot of surprising things with his character and role in the story. I'd say XIV's greatest strength is taking seemingly one-dimensional villains and elevating them to the highest degree.

Part 2 was basically just a prologue for the next expansion, but it did its job well. I can't wait to see what happens in Dawntrail.

Great new combat abilities and amazing boss fights. The story is pretty good, but certain characters didn't get the development I was looking for. I also wish the main quest was a bit longer.

Thankfully, there's a lot of fun side content that makes this DLC much more substantial than Echoes of the Fallen. I definitely recommend it overall, especially if you love the gameplay of XVI.

Combat is the real star of this dlc. Fun new accessories, great mini-bosses, and an incredible final boss. Sadly, the story itself is pretty thin. It has some okay world building, but it doesn't really develop the main characters much. I also wish it was a lot longer. Even on Final Fantasy mode, it only took me a couple hours.

This review contains spoilers

I wanted to talk about the two scenes that I dislike in greater detail, and there's no way to do that without full spoilers.

The first one is Dyne's death. I'm okay with changes if they're done well, but those Shinra troops popping up out of nowhere to shoot him completely destroyed the moment for me. It also felt like an excuse for Dyne to go out in a blaze of glory rather than the sad, intentional suicide of the original game. I will admit the part where Dyne falls on top of Barrett as he's dying was really well done, but that moment was also given no chance to breathe. Instead of having time to process the scene you just witnessed, you're immediately thrust into a boss battle with Palmer slapping his ass and taunting you.

The scene becomes even more of a clusterfuck as Dio rides in on his monster truck to tell Barrett he's sorry, and we have to engage in an Uncharted style shootout with Palmer, the Turks, and more Shinra troops. By the way, all of this is happening while Dyne's body is still lying on the ground a few feet away.

The other scene I want to talk about is Aerith's death. Whether you think she survived in an alternate timeline, or she becomes a figment of Cloud's imagination, it doesn't change the fact that the death itself had no impact. They play the sad death music from the original, but it doesn't really work when you have no idea what just happened. It's hard to get emotional when the game is trying to tell you she might've survived anyway.

After the Sephiroth fight, we skip to the whole party in mourning except for Cloud, implying that she's dead in this timeline. But then Cloud sees Aerith sitting next to him, and he's clearly convinced she's still alive. Their happiness next to everyone else's sadness was extremely uncomfortable. Something about it just felt creepy and wrong to me.

The final scene cg scene is also strange, because it starts playing triumphant music as Aerith says goodbye to Cloud, but something about it feels off. It's hard to tell what they were going for here. Are we supposed to be happy like Cloud, that Aerith maybe survived somehow? Or is he just in extreme denial, and she's actually dead in all timelines? Red being able to sense Aerith implies that she's in the lifestream, so who knows?

I don't think the game ends on a happy note, despite the music seemingly trying to convince me otherwise. The rest of the party, particularly Tifa, is so distraught about Aerith's death that she doesn't even want to speak to Cloud. I think he's in denial that he put Aerith's dead body into the water, which is why we skipped that scene for now.

Hopefully part 3 has answers to all of these questions, because this ending is kind of a mess on its own.

I wasn't a huge fan of the finale, and some of the more emotional story beats fell flat. I could also list a bunch of minor nitpicks, like some bad textures every now and then. However, there's so much to praise about this game that I can't help but still rate the overall package highly.

Rebirth is significantly better than Remake in many ways. The sense of freedom is staggering compared to all the tight hallways of the first game. The open world activities are very fun, and have great rewards. Side quests give added depth to each of your party members. The combat feels even better and more expansive thanks to the new synergy abilities.

I still can't believe how much content this game has, and the majority of it is good too. There's so many enjoyable minigames, especially Queen's Blood. I also can't forget to mention the sheer number of unique songs. Otherwise simple quests are made better by having their own dedicated tracks. Multiple open world areas are greatly enhanced by themes that evoke their setting perfectly.

The main story is far from perfect though. Don't get me wrong, most of it is great. The characters come to life, even more than they did in Remake. It really feels like you're going on an epic journey. If you're a fan of the original, it's hard not to have a smile on you're face during certain moments.

Sadly, some emotional story scenes are dragged down by tonal dissonance and confusing camera cuts. The pacing can also be all over the place at times. The finale didn't really work for me either.

As a video game, I think Rebirth lived up to the hype. As a story, it's a bit messy and convoluted.

Everything you could want in a fighting game. The story mode is very cinematic and has fantastic pacing. Arcade quest is a great way to learn the controls, and includes its own bite-sized story mode to keep it interesting.

There's even character episodes with full cinematics at the end for everyone. Tekken Ball also makes a return, and is just silly fun. Jukebox mode is also here, something that I wish was in more fighting game sequels. It lets you to choose music for any of the stages or menus from every previous Tekken game.

Super Ghost Battle allows you to make your own player ghost and fight anyone else's ghost online. It's a genius tool that also lets you continue fighting against someone who may have given you trouble, instead of having to add them to your friend's list.

Customizations is also back, and there's enough options to transform your character of choice into almost anything you want.

The gameplay is much more fast-paced than Tekken 7, and the new heat system makes you feel powerful even at the start.

Online matches feel great thanks to rollback netcode. It even has crossplay, which is still worth praising, because many fighting games still don't launch with this incredible feature. The more players, the better.

In my previous review, I said that Invasions was better than the MK11 Krypt. I was completely wrong. The fact that you have to start over and go through the same boring fights every season is a dealbreaker. At least with MK11, you could just go into the Krypt and unlock things without hours of tedious battles.

Invasions mode needs to be fundamentally changed. One or two new mesas per season does nothing to improve the mode because the change is purely cosmetic. The only new thing they've added gameplay-wise has been a few variations to the survival stages, but even those additions are confusing and sometimes overly difficult. It just makes getting to the final boss even more of a slog. Not even a really cool Sub-Zero skin is worth all this grinding.

It's also hard to avoid playing the mode because it's the best way to get currency for both the shrine and the seasonal store. It honestly brings the entire game down a little for me.

The story takes a while to get going, and there were a few silly plot decisions that I didn't really like. The final stretch more than makes up for it though. It might be my favorite finale in the series. Everything is tied up in a really satisfying way.

A lot of the side missions are great, but a fair amount of them are also just glorified fetch quests. Some of them make you run all across the city multiple times, and that got really annoying after a while.

In terms of gameplay, the Agent style is a breath of fresh air. The gadgets might seem simple at first, but once you upgrade them a little they'll tear through hordes of enemies like they're nothing. The combat just feels great, and the new style adds a lot of flare to your attacks.

The Coliseum is also the first time I've enjoyed the arena in one of these games. One of the modes is like Clan Creator from 6, but a lot more interactive. You actually get to control anybody that you recruit. Agent style is also perfect for this mode since you're dealing with big crowds. It's just a lot of fun, and the rewards are great.

Overall, this game is still a must-play for longtime fans of Yakuza. For both the story and the gameplay.

The story is surprisingly great. It explores a lot of interesting ideas that weren't present in the main game, and the new characters are fantastic. Gameplay is fun, but gets repetitive towards the end.

This review contains spoilers

Update: I still agree with everything I said in my previous review, but there is a more generous reading of the story that I thought of. In the very first cutscene of the game, Harry says, "If this doesn't work, take me out." In reference to the symbiote.

We know what happens at the end though. Harry's chances of coming out of his coma are slim, but Norman decides to keep him alive anyway. He can't deal with the grief of permanently losing his son, so he keeps his life in limbo.

If you read it this way, the ending has something much more interesting to say. In everyone's attempts to keep Harry alive, he ended up right back where he started. He just traded floating in a tank for being trapped on a hospital bed forever.

This review contains spoilers

The story was a mixed bag for me. Kraven had an interesting motivation, but he felt less like a good character and more like a vehicle for us to fight a bunch of goons. I wanted a narrative that focused on the symbiote from start to finish, but instead that's only the focus for half the game. It messed with the pacing and made the Harry/symbiote part of the story feel rushed.

I like the conclusions of Kraven and Martin Li, but I'm not a fan of the writers being afraid to let both Spider-Men kill. The worst offender of this was the ending. Remember Aunt May's emotional death from the first game? What if Miles was there to just shock her back to life instead? That's how I feel about the conclusion to Harry.

It could have been an emotional climax where Peter would have to accept killing Harry in order to save the world. Instead, Harry is still technically alive. We can't have the heroes face any actual consequences, right? This felt like a cheap attempt at a happy ending that wasn't deserved. The first game has a vastly better conclusion.

Also, what's up with Doc Ock? At the end of the first game, it was stated that he would soon lose the use of his limbs. Now he seems fine, and is going to be a main villain again in the third game? That just feels like a retread.

On the bright side, everything else about the game is much better than the first. The side missions, traversal, combat, and even the MJ sequences were vastly improved. The Venom level was also a huge highlight.

I wish each suit still had a unique ability instead of moving everything to a skill tree, but the suits themselves are great. Fast travel and switching between the two Spider-Men is incredibly seamless and makes the open-world feel fully connected.

The game is still worth your time if you really enjoyed the previous ones, especially for the enhanced gameplay experience. I just wish the writers were willing to take more risks in the story instead of relying on a bunch of tired cliches. Every time the story threatened to do something truly groundbreaking, the writers backpedaled to a less controversial solution. It felt too safe for me to call it a truly great Spider-Man story.

Still good, but not as impactful as the first game. Swinging around the city is still the real highlight. The story and side missions aren't bad, but they feel like a bit of a downgrade.

If you go for the platinum, tedium may start to set in. Especially if you played the first game recently. The gameplay loop definitely needs more of a shake-up in the sequel.

This game understands that Peter Parker and his relationship to other characters is truly what sets Spider-Man stories apart in comparison to other super heroes. There's still plenty of amazing action and high stakes encounters, but its grounded in very human emotions. A few scenes don't work for me, but the ones that really matter hit like a truck.

The traversal is my favorite in any open world game. They nailed the swinging, even better than the old Spider-Man 2 game. Side activities eventually become a bit repetitive, but the combat still keeps it mostly fun and engaging.

The DLCs are all worth playing, but I don't think the stories are as high quality as the base game. There are some really good moments, but the overall package is a bit lacking. Side activities start to feel even more tedious at a certain point too.

It's not a masterpiece, but it's by far the best Spider-Man game I've ever played.

This is the epitome of, "It gets good in 60 hours." It does actually get better, but it's still really hard to recommend to someone. All you have to do is suffer through a full game's worth of mediocre story and terrible fetch quests. Then you'll finally be in Heavensward! It's a hard sell.

If you're willing to put up with incredibly tedious experiences though, you'll eventually be rewarded with a great story.