Both the gameplay and aesthetics of this game are fantastic, some of the best of the neo-FPS genre. The level design was continuously creative, and the world the levels inhabited was gripping. Only caveat was that the writing was fucking terrible lol, the atmosphere was great but the actual lines of dialogue were dripping with this rick and morty reddit kind of humor

2015

Extremely solid! The platforming has a beautiful flow and weight to it and there's more than enough content here to keep you busy, but the levels aren't very good beyond being well designed one-room challenges. I feel like it isn't supposed to be more than that, but I prefer my platforming levels to have memorable designs, set-pieces, and aesthetics

Amazing DLC, cements Amid Evil as one of New Blood's finest. The level design is immaculate, the weapons are extremely fun to use, and it's sense of visual style is striking

Simply fantastic. While there's a disclaimer that some levels may be unbeatable, in my several hours of gameplay there wasn't a single challenge I couldn't overcome through smart thinking and experimentation. The tools are perfectly versatile, allowing for many combinations and double uses that aren't noticeable at first glance. The platforming feels loosey goosey in a fun way, like you're "cheesing" certain levels by climbing over a large obstacle that's slightly tilted. It's all around an enjoyable treat that I would recommend to anyone!

I'm admittedly not a huge survival craft fan, but playing this with my friend was a lot of fun. This game shines brighter than a lot of other survival games I've played by giving a genuine sense of exploration and mystery. Every time I found a way to progress through finding the opening to a cave, a crafting recipe, or a camp on the overworld, it felt like a small victory that kept me motivated all the way through finishing this experience. A couple problems I had was the combat feeling one-note and progression being rather slow on a first playthrough, they weren't deal breakers by any means but I'd love to see them improved in the early access sequel when I get around to it

The simple joy of this game is how it takes the superfluous elements of the New Super series, that being the points, coins, and lives, and turns it into a game within a game to see how high you can pump those numbers up. It proudly displays your millions of points, thousands of coins, and hundreds of lives at basically all times. I recognize that "big number makes me happy :)" is a bit of a caveman take, but hey, I'm only human. Aside from that, the level design is unmemorably strong. It has the typical New Super polish without doing anything particularly crazy. The tanuki suit coming back is pretty kickass too, it's probably my favorite 2D Mario power-up. The greatest blessing of this game is that it doesn't overstay it's welcome. Levels are short, worlds are short, it's a perfect pick up and play for 5 minutes kind of game. Overall it's solid! Probably the best New Super game, but that's a mid-off in it's own right

Something I respect about Nintendo is that even at their worst, it's usually a polished experience. Besides running smooth as silk, the visuals in this game are fantastic: the Pikmin-esque models of real life objects and paper-craft level design are nothing short of eye candy. The sense of humor is on-fleek as per usual for the Paper Mario franchise, pretty much all the jokes are charming and land well. I shouldn't even mention the soundtrack being good because everybody knows that, so yeah. It's good. But don't let it deceive you; every aspect of the game design packed in here is atrocious. The uninteresting combat is one thing, but the absolute insanity that is the "puzzles" in this game are another thing entirely. Playing this game with a guide open at all times was the optimal way to go, because every level had some random bullshit like "place a specific item sticker in the background" or "knock over this bush in the middle of nowhere" or "the item you need to progress is in a toad's asscrack in a random level". It's like jesus christ man, it might be the most obtuse Nintendo game ever crafted. But it's fairly fun if you play with a guide! So do that if you wanna experience this infamous beast

This review contains spoilers

Fun collection of platforming stages. Terry Cavanagh is an indie developer I have a lot of respect for, but I'm not really sure what's up with the sort of oooo soooo creeeeepy ending. At least it's pretty enjoyable for what it's worth, the sound effects and color choices are spot on and it feels very comforting to play for the first 80% of it.

The controls are a little janky and some of the levels are misses, but it's a fun experience that stands as a testimony to untapped creativity in the industry

In terms of what it goes to accomplish: this game is flawless. The pace is consistent for a good 3 hours of platforming, exploring, puzzles, and minigames, all set in just the cutest world I've had the pleasure of adventuring through. Let me highlight a couple of things I loved:

- Throughout the game, you collect trophies either by finding them or by completing a sidequest. They're actually full 3D models ala Smash Bros, and you can go into the menu to get a full look at them! Really adorable
- All the minigames are perfect at breaking up the pace of the main adventure. They're creative little distractions that aren't just fun to play, but fun to stumble across
- Leg physics felt fun to use. Kicking, jumping, rolling, it has a certain rhythm to it that just feels good
- The style of humor in this game wasn't really for me, but it still made me smile at certain points. Everybody is just so relaxed and easygoing

It's a perfect casual experience that you can easily beat in one play session. If what I described sounds like fun, you won't be disappointed

Wonderful game! I loved every bit and piece of what I played, but here are some things that stood out to me:

- The art direction in this game is gorgeous. While environments are extremely detailed and characters are stubby and cute, it avoids stylistically clashing. The colors are lush and shading is beautifully done, with just about every light source accounted for. Each enemy has detailed sprites for the 8 cardinal directions as well, and it makes me gush every time I think about it
- Areas are diverse, well-paced, and memorable. From water-logged graveyards to a desert castle made of clocks, it feels like a true globe-trotting adventure. The connections between areas are a little shoddy, being literal isolated islands on a bigger map, but I love the pieces so much that I don't mind the missing whole. The levels are also designed with a sense of verticality that I love love love, each screen feeling like an actual area you can explore and walk around in. Bridges, beams, and ledges overlap eachother to create visually satisfying ascendable areas that never blocks the players vision in a negative way
- Combat is simple but extremely fun. It can feel a little slow and repetitive at first, but it opens up a lot more when you collect more party members. It's a melting pot of fan-favorite JRPG elements; the interactive attacks from Mario & Luigi, the varied enemy locations from Chrono Trigger, the type-weaknesses from SMT and Pokemon, and it blends them together perfectly with some new mechanics as well. I had a lot of fun with the boss fights because it felt like they challenged your planning skills, making you tactically plan out your moves in advance to get the highest damage possible
- Story was well-written. Valere and Zale weren't especially interesting, but it's okay because the supporting cast is likeable and interesting enough to save it
- For a piece of criticism, I really don't understand what they were thinking with the animated cutscenes? They last like, a couple seconds at most, and the artstyle used in them doesn't feel reflective of the game at all. The colors are muted and the linework is thin; complete opposites of the in-game artstyle of bright colors and thick linework. I get the idea of using them sparingly to accent important moments, but with how rare they really are, I think the game could've benefited without them

My friend Joey and I bought this game when it was having it's grand going away sale. I beat him by spamming Ryo Saeba's super (which is a ludicrous 10 seconds long) over and over before he rage quit and we both refunded lol

Going into Silent Hill 3, I had no idea what to expect. There’s a divisive (if you can even call “it’s really good, just not as good as the first 2” divisive) reputation surrounding this game that had me very intrigued when booting it up for the first time. Putting the TL;DR at the start: it was an incredible experience. I recommend anyone interested in playing it to play the first 2 before it, but other than that, let me share my thoughts.

Let me get the obvious out of the way: this game looks phenomenal. It's nothing short of wizardry how much the team improved the lighting, hair effects, facial animations, and textures in only 2 years. But something I appreciate even more is that the rusty and depraved atmosphere from the nightmare sections in Silent Hill 1 and 2 not only return; they return with a vengeance. Unlike its predecessors, the nightmare sections feel unpredictable and horrifying. The hallways are bathed in blood and filth with mutilated corpses in caged boxes hanging from the ceiling. Later in the game, rooms (and your flesh) will be consumed with squirmy tentacles of black ooze. Some hallways are a high contrast orange that make you think your eyes are bleeding. Random yelps of pain will sound off right as you exit a room, accented by shuffling feet and beastly groans in the hallway outside.

When you find the source of the groaning, you'll discover that the atmosphere is thanks in large part to the skin-crawlingly disturbing enemies. The PSX limited Silent Hill 1 from going too crazy with the models and Silent Hill 2 kept itself limited in scope on purpose, but Silent Hill 3 takes the training weights off and cooks up some truly awful looking bastards to chase you around. 10 foot tall flesh pillars who come in packs. Living piles of bloated, dead flesh. Disfigured humans who crawl on the floor, gnawing at your feet. And if it wasn't bad enough, the typical dog enemies aren't just dogs anymore, their heads are split right down the middle: exposed brains and all.

It wouldn't be so bad if you were playing as Harry or James. But you're playing as Heather. While Harry has the luxury of killing dogs in 2 handgun shots and a kick, Heather has to take a whopping 6 handgun shots for the same kill (and it's a miracle if you can land them all before they turn her leg into a chew toy). She also isn't granted the power of invisible walls: it's very possible to fall off any unguarded ledge if you don't react to her stumble. The game does a good job mitigating her fragility with lots of health packs, weapons, and even a bulletproof vest. But it just doesn’t outweigh the forces you’re up against. When all of these ingredients are mixed together (unsettling enemies, terrifying level design, and a frail teenage girl to protect you from it all) only one word describes the experience: intense.

In its intensity, it's Silent Hill 3 that brings to light a frustrating aspect of the series, and that is backtracking. Going back and forth fetching items and reading memos to solve puzzles is one of my favorite aspects in the series! But due to the more intense nature of SH3's atmosphere, you dread having to backtrack anymore than you have to. James wandering around the apartment building or Harry wandering around Midwich Elementary never felt especially stressful, as the environments were very slow paced and you had ample defense against anything thrown at you. But playing as Heather feels like you're getting kicked in the balls constantly. Room after room is filled to the brim with the fastest and most dangerous enemies the series has seen yet, so just running the risk of having to go all the way back through an area brings a mental anguish I haven't yet felt playing Silent Hill. This might be the game's biggest strength to some, but I'm admittedly a huge pussy, so this was torture for me.

You might get the vibe that I hate Heather after saying all this. After all, I keep talking about her like she can’t do anything. But don't get it twisted. Heather keeps it fucking real and is, by far, the most entertaining protagonist in the original trilogy. All of her dialogue, spoken or otherwise, is brimming with personality and teenage angst. While Harry and James never had much to say when looking at an object, Heather gives well written commentary on pretty much everything you choose to look at. Her voice and motion capture actress Heather Morris gives a fantastic performance as well, ranging from tongue-in-cheek comments, to heartbreaking scenes of utter defeat, to indescribable rage and frustration. Never have I seen a Silent Hill hero so fed up with this shit and it's extremely relatable because I'm also fed up with this shit! Claudia is pissing me the fuck off! Let's get her ass together, Heather.

This is as good a time as ever to touch on the game’s relation to Silent Hill 1. It’s by all means a direct sequel to what happened in the first game and I think it does a wonderful job continuing that narrative. While I prefer Silent Hill as an anthology series tied together by the titular town, they pulled off a continuation surprisingly well. Ambiguity isn’t as important for Harry as it is for James, so hearing more of what happened to him post god-slaying made me smile. It also elaborates on Claudia and whatever the hell is going on with the cult she’s a part of without spoiling the “less is more” storytelling that SH1 was going for. All in all, it’s everything I can want out of the direction they chose.

This review is admittedly coming from a Silent Hill newbie. I decided to play Silent Hill 2 for the first time just a few weeks ago. So while I’m still falling in love, take a lot of these opinions with a grain of salt. Otherwise, I adore pretty much everything about my experience with SH3. Was it difficult and stressful? Definitely. But will I be thinking about it for years after this review? Even more definitely.



This game is sublime. I was worried that it would feel dated compared to Silent Hill 2 given the hardware, but what I found was that the game holds up in basically every way. The cutscenes, areas, menus, and music are both charming and atmospheric. The riddles were pretty tough brainteasers. My favorite thing of all: the combat is sooooo fucking good. It tickles my brain in just the right way to unload a couple shots into some poor bastard while they fall in a puddle of blood and I stomp them to death. The choices of weaponry are mostly the same with the addition of a bunch more melee weapons to bash heads in, it's just enough without being overkill. On the note of killing people, the enemy variety is really great. Compared to SH2 (where all the standard enemies did basically the same thing) this game has a buffet of nasty creatures. Sprinting dogs. Pterodactyls that hit you from the sky. Leaping skin gorillas. Swamp monsters that hang from the ceiling. Little gray men with knives. You got it all in this game baby, and it's fun to kill every single one of them. Only ounce of criticism I can give is that the camera STINKS. It never feels like it works how it should and several times I was getting massacred offscreen because my camera is stuck in the corner. It also never reaches the emotional highs of it's sequel; Harry Mason never makes an impression apart from being the blankest of slates. But in terms of raw gameplay, it does everything not only right but better.

I don't know what to say other than it's a must play; experience the quiet town of Silent Hill for yourself