27 Reviews liked by Sonickick


Currently replaying this as my weekend game and yeah it's still RE4 and still kino.

Because of that Imma use this replay to talk about how wonderful the RE4 HD Project is and my hopes for RE4make(TLDR: Excited and incredibly optimistic).

The RE4 HD Project is one of the finest fan made mods and makes me appreciate the labour of love this games community has had to essentially remake the game in 4K! Looks absolutely fucking gorgeous and shows just how well RE4 has aged (only real issues is some engine quirks Imma guess with lighting). 10/10 can't recommend it enough.

Having just played through Resi Village and absolutely loving it, my hopes for RE4make are absolutely high! From watching the trailer I am glad they're using RE2makes Leon since he was extremely well cast in that one. Definitely looks a lot more moody with the lighting which is also another interesting thing (wonder how it'll handle Ashley mainly). If REmake 2 (and 3 begrudgingly) are any note this game will have some of the best controls in the series which will automatically make it up there with best Resi games. I don't necessarily think this will surpass the original but still I am optimistic.

So basically RE4 is a masterpiece but I think REmake is the better overall Resi game so just play both of them and the whole series (besides 6).

An improvement to the original Parappa the Rapper in every possible way! The music, the characters, the gameplay, everything about Um Jammer Lammy is so clean and fantastic! I also think the nature of the presentation is a lot better, having Lammy basically play a Jazz game imitating the lyrics with her guitar. And the fact that there's an entire hidden "Parappa mode" for nearly the entire soundtrack just makes it all even better!

Seriously, if you love Parappa the Rapper but never got around to playing this, you're doing yourself a huge disservice. This heavily overshadowed installment deserves so much more recognition.

Look up the Seismic Toss animation in this game.

I really enjoyed this! Short and sweet, keeps up decent momentum for a handful of hours and doesn't overstay its welcome. Tying relationship progression to combat progression worked really well; the two systems played off each other without making it feel overly grindy trying to max out every relationship (the whetsone is invaluable here, it was great planning on the devs' part to make that available when they did).

I'm curious what a 20-hour version of this game might look like. I was expecting four dunjes (dunji?) based on the plushie cabinet, and at the very least I think it could have used a third. Higher difficulty, or maybe less generosity with XP, would have forced me to me more thoughtful about combat. As it was, there was a lot going on with zines/abilities/items that I barely ever looked at.

But like I said, it's a nice breezy play as is, and resources are finite so I get why the scope is what it is. The only real pain point for me was the text messages. I'm not the most patient person, and it was frustrating to wait for series of messages to come in, particularly when multiple people were texting me at once.

It's funny thinking back and seeing the kind of uproar this all caused in mainstream media. You would think hell's angels were coming to take us away from our mortal coil by the boatloads over what is essentially a soulless knock-off of Postal 1.

Everything about this screams cheap PSP game, kinda reminds me of monotonous junk like Infected (a PSP game, I realize how unclear that is in text), only a lot less fun. From the lack in narrative, drive, and inconsistent gameplay. The noticeable destructible environment granted this half a star. Every game in existence should have destructible environment.

It's great, it's bad, it's enthralling, it's confusing, it's a goddamn Suda51 game. Granted, one that falls short in some aspects. No More Heroes III is a culmination of Suda51 emphasizing harder than ever what he was trying to say with the original No More Heroes. The idea that an endless life of slashing, killing, and achieving is nothing short of hell-on-earth. Which in turn, works in both the depiction of Travis' own character that's accumulated these past 15 years, and an ongoing video game franchise. This "hell-on-earth" is already a reality for once-beloved franchises.

You're asking why is a theme of absolute monotony being exhausted in a game directed by Suda51? I guess you didn't play a lot the games he actually directed. I guess you didn't walk for virtual miles just to be told to run back to where you came in Flower, Sun, and Rain. I guess you weren't demanded to climb through 10 huge towers and check each individual room for small clues in The Silver Case (not even including the similar tasks before that near-end chapter). I guess you weren't told to check-in on every single apartment door in a huge complex in Moonlight Syndrome.

I refrain from using the phrase "shitty on purpose" because I feel like that degrades the point a creator is trying to get across when their top priority of a game isn't pure enjoyment from beginning to end. Not that this game can't provide that for some folks (the score it has is honestly surprising here). I'm just interpreting some of the game's rather confusing design choices. I don't think it's just sheer incompetency, considering this company's output.

I loved deciphering the narrative, and was happy to see the final cleanse of the NMH sickness Suda has been dealing with, finally declaring his end of this relationship. I think a lot of it is very congruent if you take the time to dissect and analyze the scenes. Granted, there are aspects of the writing that feel short-sighted. As for the gameplay, it was pretty damn enthralling, and easily the most intricate the series has provided in regards to third-person hack-n-slash combat. It can be argued that it was designed more-so for the boss confrontations, which is also the best the series has ever been. The open world is charming in some ways, but also considerably rough.

I also appreciate Grasshopper refusing to conform to modern standards and accept its blotchy-ass textures in order to focus on the artistry. I won't deny how rickety some things look, but the game shines and glows at the points where it needs to, in my opinion. Music was aces too, but I am certainly sick and tired of listening to Beast Test.

All-in-all, there's things I love about this game, and things I question. But the heart I look for in a Grasshopper game is certainly still there and beating. And in the end, I also find it amusing that Travis Strikes Again ended up being the better and more worthwhile game.

The people who made Neon White wanted you to enjoy the hell out of it, and you can feel that in every aspect of the game.
The tight gameplay combined with the energetic soundtrack create a fun and unique experience that keeps you coming back for more. In addition, the game has a lot of replay value; rankings, leaderboards, optional collectibles which lead to MORE levels, and even level rushes mean you can spend many hours with this game.
The visual novel segments are unfortunately a bit of a disappointment. Stale memes and annoying trope-y characters abound in the story, and while it can be enjoyable, it's a lot of missed potential. This game has a very interesting world and set up, and it feels wasted on the story it actually tells.
I was originally going to give this game 3 1/2 stars, but then I remembered Neon Yellow exists so it gets an extra 1/2 star for that

Something something Puyo Puyo. I remember being a kid and finding it weird that this played exactly like Kirby's Avalanche, not knowing better until excavating an early Wikipedia around the mid-00s.

Anyway, Dr. Robotnik's Mean Bean Pretty Hate Machine is a game I played every once in a while, because--like Sonic Spinball--SEGA is very insistent in porting it on everything possible. I'd play the "Scenario mode" and get a few stages in, until the bot decides to wipe the floor with their fast, calculated moves. I decide I'm not smart enough for what is Puyo Puyo's simplistic puzzle system, and move on.

UNTIL TODAY. I fucking beat it. I finally got to see all the ugly bot designs I never actually saw, and that disgustingly (awesome) Robotnik design taunt me to the end. I got rocked pretty often against these asshole bots, but eventually won! Only for the ending to say "Now do hard mode" to which I said "Fuck you, no" and shut the game off.

I'm still not very good at this game, but I do understand that an easy way to get chain combos is to stack colors near each-other (something a child could figure out) and try to get single colors lined up correctly so they pop and fall in the right order. But time is of the essence, because your opponent can chain combos and throw blank balls onto your lane to mess up your strategy. So the constant question is, do you have enough time to stack up a chain to hit them hard? Or should you go for a quick 2-hit chain in order to mess them up briefly to keep up?

I don't find Puyo Puyo as engaging as other puzzle games, but it's got its own rhythm and sense of satisfaction. I probably would like the game more if I played the original version, instead of this weird product designed "for Western audiences" by coating it in the paint of this Saturday morning cartoon.

The cover art is the best part of the game. Sonic Spinball is a poor attempt to work a franchise into the theme of pinball (which is weirdly common, if you ask me). The idea of being a ball that can manipulate its trajectory in a pinball game is a good idea . . . if the physics were accurate, but it's so finicky and inconsistent. Also the tables aren't that interesting either, causing frustration pretty often when you're merely looking to find the paths to clear them.

I found some satisfaction in actually taking the time to sit down and play it from beginning to end, but it's so obvious why it isn't revered as a classic, but rather a strange early point of Sonic. I imagine it wouldn't even be remembered all that well if Sega didn't constantly port it and include it in all collections regarding Sonic/Genesis games.

i think I may have schizophrenia

A game I know isn't perfect, but I don't care. It's perfect in my eyes. No More Heroes is a great hack-n-slash game with gratifying visuals, visceral combat, and a supremely interesting story that has a lot for both people that want a fun, simple adventure, and people that want a deep, profound narrative.

The game has a lot to say about how witnessing death can change you as a person, and it's firstly disguised as a goofy action game. This and the director's previous game "killer7" heavily influenced me as a teenager and what I look for in a video game's story.

The Wii version is the most authentic experience, but the Switch version is mostly competent while sporting a better framerate. PC version is very rough and doesn't even include kb+m controls.