Now that I've finished both routes, I have to commend the developer for mostly succeeding at making a DMC-style action game that feels competent enough to be fun despite some janky movement. But that's mainly all this game has going for it.

Story? Throwaway drivel.
Level design? Pretty much nonexistent.
Enemy variety? Severely lacking.

I can't say that the developer didn't try but, playing through this just made me wish I was playing DMC instead, or even Bayonetta. If you can ignore the plot and are looking for something to scratch that hack-n-slash itch, I can just barely recommend it at a heavy discount.

P.S. The second to last boss of Amelia's route is built different. I'd rather beat Orphan of Kos again.

And so the journey begins...

What makes a good MMO? That was a rhetorical question. Quite frankly, I have no clue. When it comes to these things, my only real experience prior to FFXIV was Toontown and Club Penguin, with only the former having RPG elements. It was a simple game, and I sank hundreds of hours into it as a kid. Since then, the concept of MMORPGs fascinated me, but rarely did I ever feel the motivation to actually get into one because I knew the time investment would be great, and I lacked the proper motivation to try.

FFXIV has become bigger than anyone could have really imagined back in 2010. A game that was plagued with technical issues, terrible UI, and just plain boring gameplay. I wasn't there for it, but I've heard the horror stories and watched analysis videos. Those were dark times. It amazes me how Yoshi P quickly turned things around. A Realm Reborn was, as the name suggests, a new beginning for this game; a rebirth that kickstarted one of the most interesting and successful comeback stories in gaming. Despite the hype, what ultimately convinced me to try it is my love for the franchise, and, as a new player who jumped on the free trial bandwagon, I have some thoughts so share.

First of all, it took me a long time to finish A Realm Reborn. Not because the story is actually that long, but because I kept taking really long breaks. As someone who's pretty much a MMORPG noob, a lot of XIV's systems and its UI felt very overwhelming from the start. I had to consult Google on multiple occasions just to figure out menial things like how to change my hotbar size. It admittedly turned me off, initially, but as I kept trudging through the main story quests and started getting used to things, I found myself getting into a cathartic rhythm. I was genuinely enjoying my somewhat relaxing newbie experience at first, but, I'm not gonna sugarcoat it... it's true what veteran players say: ARR is a slog. This is something that I didn't really come to terms with until I got about halfway through the MSQs, and this is where those multiple long breaks come in. I would be playing this game for an hour or two at a time and then just forget about it for a few months.

ARR focuses on worldbuilding, and this is what it excels at. You're definitely not going to get a top-tier FF story here (at least, not yet, as I have been told). It all feels like set-up for bigger things to come, and this is definitely exemplified with some pretty foreboding foreshadowing in its ending. By that point, I was fully on board. I would say that in terms of story, ARR took a solid 35-40 hours to "get interesting," and even then, it's still not as balls to the wall as one would expect or would probably hope for. But the small taste I got of Eorzea's vibrant world and its political struggles was enough to satisfy my curiosity for what's to come.

You know, I really didn't think that I'd ever get invested in another MMO quite like I did with Toontown. While these are two very big contrasts, there were times while I was playing this game that I felt that same sense of childlike wonder and intrigue I experienced with TT. There's just something that hits quite different with these massive online worlds that you just don't feel with other games. It's this sense of community; a sense of belonging. You feel like you're there and like you're a part of this world; moreover, you feel appreciated, especially with how welcoming this community is. I'm still not sure what makes a great MMO, but perhaps this is a start. I truly look forward to where this journey through Eorzea's bustling world will take me next and beyond.

My thoughts on the post-game patches:

Patch 2.1 - A Realm Awoken
Patch 2.2 - Through the Maelstrom
Patch 2.3 - Defenders of Eorzea
Patch 2.4 - Dreams of Ice
Patch 2.5 - Before the Fall

Without Post-Game Patches: Light 7/10
With Post-Game Patches: Decent 7/10

This game taught me that I'm a "failure of a person," but it's also the first Touhou game to actually play like one. Even though I still enjoyed the first game, it still felt somewhat awkward, especially going in with foresight on what the series would become. Despite its relative simplicity, Touhou 2 actually feels like a cohesive product, and one which really showcases the potential of the series formula. I'm still a relative newbie when it comes to bullet-hell/danmaku games, I'm still a complete newbie, and some frustrate me to no end, but I was pleasantly surprised by this one, and its relative simplicity probably proved to be a plus for someone like me who's still trying to get into the genre. If this is considered a mediocre Touhou game, then I'm in for a real treat with this franchise.

Imagine having to wait 16 years for a "proper" sequel and you get this instead. A visual eyesore with some truly cynical level design that tests the player's patience despite its relatively short length. People tend to forget this game even exists, and for good reason. Still, I wanted to try it for myself. After all, I'm on a quest to finish every Sonic game because pointless goals are the spice of life!

But yeah, it's bad. The momentum physics are atrocious, with Sonic accelerating at a snail's pace and feeling extremely heavy to control. Maybe spending 16 years in hibernation left him severely out of shape. And why, oh WHY, are there PUZZLES in a Sonic game?? Let alone a 2D one. "Lost Labyrinth Zone Act 2" had me stuck for 4 minutes trying to figure out this one puzzle where you have to light torches in a specific order and with a specific timing in order to reach a platform to progress. There's plenty of examples of tedious bullshit I can conjure up from my experience, but it's not worth the effort to remember. You already know it's bad, everyone else and their mother knows it's bad. Really, this review is pointless.

Oh, you're wondering why my score isn't lower. Probably because I'm a masochist and still kind of enjoyed it to an extent. Also, I'm still high on adrenaline after beating the final boss on my very last life. SUCK AN EGG, EGGMAN!

P.S. The soundtracks is balls.

It's crazy to think that it's been a decade since this game came out. Indies were starting to gain a lot more traction and attention and Hotline Miami had its time in the spotlight. I attempted to get into it back then, but I found it frustratingly difficult to the point that I shelved it within the first half hour.

As part of someone's suggestion, I decided to revisit it again with an open mind. I certainly got farther this time, and I will say, I was actually enjoying it. But the satisfaction that came with the fast-paced mayhem did not last. Even as early as Chapter 3, the game's difficulty started to rear its ugly head again. And yeah, I know a lot of people will just say "get gud," but as someone who enjoys a good challenge from time to time, I don't feel like this game does it fairly.

Maybe it's just me, but aiming is a constant struggle in this game. Even when I try to sneak behind an enemy to line up my shot perfectly, I still somehow miss half the time. Spraying and praying is not an option either because that usually leads to every enemy being alerted of my position, and one of them is bound to kill me. And even if I manage to down a large group, it's hard to tell if one of them survived among the pile of bodies until it's too late and you have no time to react. Apart from that, you also have the really aggressive AI which often comes for you off screen...

I spent almost half an hour trying to beat Chapter 4 and when I got close to clearing the first area, some enemy sniped me from the very edge of the screen through a window. I didn't even know it was a window at first. That was pretty much when I threw in the towel. I just couldn't stand to persevere through the frustration.

Hotline Miami is definitely a game which shows its appeal. But between the janky aim controls and ridiculous difficulty, I find it hard to enjoy. I might never finish it, but I don't mind admitting that I'm probably just not good enough at its mechanics.

They say that Sonic 3 and Sonic & Knuckles are solid games on their own, but combined, they form what may very well be the greatest game of the classic series. Honestly, this doesn't make much sense to me. Two lukewarm beers do not make a cold and refreshing one.

Both halves of this game have some admittedly solid zones (I'd argue that Sonic & Knuckles more-so), and some really vibrant backgrounds that makes it stand out from the previous two games. Unfortunately, the attractive package is severely hampered by plenty of other subpar, and even downright terrible zones (I'm looking at you Carnival Night). The problem is made even worse by the fact that most of the zones are just too damn long. I actually ran out of time while doing one of the Acts in Carnival Night. That has never happened to me before in a Sonic game.

Y'all can laugh all you want and say it's skill issue (hell, I didn't even know you could jump in the special stages until someone pointed it out), but I still beat it, didn't I? I just really don't think the level design is up to par with what I expect from a good Sonic game. It's ambitious, I'll give it that. And you certainly get a lot more content than your average classic Sonic title. This game is like crab legs, though. If you wanna enjoy the meaty bits, you gotta really work for it, and I honestly don't think it's very much worth it. I'll just go back to the superior game: Sonic 2.

P.S. I'm not a big fan of seafood.

Here I am, at the end of my NES MM journey. I was hoping this game would be a great conclusion to the hexalogy, but sadly, it wasn't. With this being my 2nd least favorite, I still found enough to enjoy here, but nothing really stood out. Yep, it's just more of the same. You get your classic MM gameplay with the ocassional annoying stage antics and boss shenanigans. Also, this time, the story takes a bit of a turn as the mysterious Mr.X informs you that he was the one pulling the strings the whole time and that Dr. Wily was just a pawn... But in a shocking twist that literally everyone saw coming, Mr.X was just Wily in disguise. Honestly, Wily should have retired long ago. This is just embarassing.

One cool update in this game is that Rush powers are no longer tied to a depletable meter that you need to refill. Now, Rush can fuse with Mega Man like armor. You only get 2, one of which lets you smash blocks or enemies, and a jetpack which you can use for a couple of seconds, followed by a negligeable cooldown.

Oh yeah, Beat is in this game again. He got nerfed, though. The letters, or plates as they are called here, that you need to collect to spell out BEAT and unlock him are also harder to obtain here than in the previous game, if you're playing blind, as they are tied to progressing through alternate routes in certain stages. I went out of my way to get them just to realize he got nerfed to the point where he doesn't even attack bosses now. I guess he's there if you wanna breeze through stages, but for the most part, I feel like levels in this game are easy enough as is. Kinda makes me wish he wasn't even on the cover. Thankfully, unlike MM5, the final boss is piss easy. Just keep chucking that Silver Tomahawk at Wily, and you're golden.

Minesweeper walked so that this game could hexcell.

As a Mega Man copycat, it gets the job done. You get a new special ability after completing each stage, some of which are necessary to traverse certain obstacles and make some bosses easier (most of which are easy enough as is, though). You can also find heart containers to increase your hit points from 3 to a maximum of 5. The game overall is fairly easy until you get to Stage 7, and that's where you really start to notice the cracks in the level design and mechanics.

Stage 7 is straight up broken. A vertically scrolling level of platform jumping that seems longer than it actually is because of annoyingly difficult it is. Like with a lot of other platformers of this era, there is a knockback effect when you take damage, which basically requires you to get through this level without getting hit because that knockback will just knock you off the platform and out of bounds. Trying to hit enemies while making some of these jumps is way harder than it should be. To add insult to injury, they later add these rockets that come from below which explode and also damage you. If you somehow manage to make it to the top without save states, prepare to do it all over again, because the boss will probably destroy you on your first few attempts as you try to learn its attack patterns. There's a password system, but it only takes you to level 7, so good luck trying to beat this game legit. Losing to the final boss in Stage 9 just takes you back to the start of the level, which is probably the second hardest stage in the game. So yeah, fun... But what about lives?

This game has a very strange way of earning lives. Instead of having them placed in certain spots in each level like Mega Man, you have to win them in these mini games at the end of each stage. Sounds simple in concept, but you can only take a crack at these mini games if you have enough coins. These coins can only be earned from defeating enemies with a charged shot. You basically just gotta play each stage holding that fire button waiting for an enemy to pop up. And playing these mini games doesn't guarantee that you will win anything. It's just a gambling system and it sucks. I only ever managed to play any of these mini games three times. The first two times won me nothing. Then I got 6 lives on my third attempt. I would have had more coins to try more times, but I was too busy trying to survive by spamming my attack sometimes that I didn't want to risk trying to land charged shots on most enemies.

Also tangent, but why in the unholy mother of Alucard does touching any surface when in bat form cause you to revert back? I can't tell you how many times I died just trying to fly over some obstacles only to touch a wall and fall to my death because bat form controls like you're on invisible ice. Also, would have been nice to select abilities from a pause menu like Mega Man, because sometimes you want to switch in the middle of battle, and you'll take damage trying to scroll through it.

At least levels 1-6 are mostly fair. Some still have some annoying sections, but nothing too bad. I would say I enjoyed these levels. They're not great, but they're competent enough. But all the issues I had with its design, along with the rage factor that comes with the stages afterwards, downgrades this game from what would otherwise be a solid Mega Man clone to a mediocre platformer.

This review contains spoilers

First, a preface. It's nice that all the patches recently got added to the database. I'll call that great timing on my part. I figured I'd log these as I go, mainly to keep track of my progress through this massive game, but also to share some brief thoughts on the main story, which is what I'll be basing my scores on.

Moving on; after the ending of ARR's base game absolutely convinced me to see this story to its conclusion, how does the first post-game patch hook you in? Well, it really doesn't. A Realm Awoken is a transition of sorts. With the Scions of the Seventh Dawn moving their base of operations from the Wakings Sands to the Rising Stones, it really does feel symbolic of the group's progression, but also, of the player. Nothing particularly exciting happens here, but I'm not one to typically hate on some set-up for better things to come, especially after I already pushed through ARR.

Minfilia's reunion with her adoptive mother was cute, and also, this is the first time in the main story where you get a chance to experience an 8-player trial (nowadays at least); this one particularly, in the form of a giant moogle. That was kinda fun.

I think this is a step down from the previous game, but not by much. Dr. Wily is on his bullshit again, except now he led you to believe it was Protoman doing the dirty deeds, as MM4 teased at the end. But no, it was a fake Protoman this whole time. Wow, what a shocker. I mean, it's nice how the series started developing more of a story with the 3rd classic entry, and even more so with the 4th, but do people really play these games for the plot?

Anyway, you also get a bird now. His name is Beat. Probably cuz he can lay the beatdown on bosses. Frankly, he's kind of OP, especially the final boss. You need to collect all of the letters that spell out MEGAMANV throughout the 8 main stages to unlock him, but they're all pretty easy to spot and collect.

It's a solid game with some great bosses. Some of the weapons are pretty stinky, but that's a given at this point. The second half is a bit exhausting, as usual, but once again, it was actually fun, unlike MM3. Not much to say really, as I'm mainly just cranking out these MM reviews out for the sake of consistency now. Just one more game on the NES. I'm hoping that it ends on a bang... or at least some confetti poppers.

This review contains spoilers

After about 85 hours (maybe less, as I'm just guestimating due to innacurate Steam times mainly caused by updates), the curtain doth close on this first leg of my FFXIV journey. The prior patches kept hinting at our eventual trek into Ishgard, and I'm glad it's finally coming. There's a lot to unpack here, and quite frankly, I don't think I have the energy or mental capacity to do so in writing after that absolutely killer ending. For the ending alone, I'd rate this patch a 10, but I have to be objective.

The first third of the MSQs here (patch 2.5 proper) are alright aside from the fun dungeon and trial (which is something I've come to expect all the time now). The loss of Moenbryda was a shame, but I felt like I barely got a chance to grow attached to her. Patch 2.55 is where I became more invested; and right as I get near the end... I get hit with the mandatory Crystal Tower quests/raids. I know this wasn't always mandatory, and it's something that was already introduced in one of the earlier patches, so I'm not counting it against this patch's score; I just don't see where else I'd get the chance to talk about it. I might have liked it better if I had played FF3, but as of writing this, I have not, which made for some somewhat insipid backstory and an underwhelming introduction to alliance raids.

But once that was out of the way and I progressed a bit more, I got stabbed with so many emotional daggers that I couldn't even process it. I literally sounded like a dying dog as I took a fetal position in my chair watching the absolutely unhinged clusterfuck that was unfolding before my eyes.

I'm angry. I'm depressed. I'm flabbergasted. I might hate Yoshi P.

But you know what? At least Teledji finally got what he deserved. Burn in hell, bitch. You won't be missed.

P.S. - Yugiri and Yda are hot. What a surprise...

When I first got a PS4, I was mainly looking forward to two games: Final Fantasy XV and Type-0. Since this is a XV review, I won’t talk about the latter here, but while the next mainline entry was still nearly 2 years away from release, I was still beyond hyped. Now, back then, I don’t think I was all that aware of the long and troubled development cycle that this game had gone through and how it originally started life as a XIII spin-off. We’ll probably never know how much better the game could have been had the original vision come to fruition, but I digress. This game was the first mainline title in the series to be released after I became a fan (if you don’t count A Realm Reborn). Games like FFVI and VII were pivotal in cementing my love for JRPGs as a whole (despite never having finished them at the time). This new title was shaping up to be an incredible game. An open-world, action-oriented Final Fantasy in a more modern/semi-realistic setting seemed unreal to a younger, teenage me. I pre-ordered the Deluxe Edition. My body and my mind were so ready. I popped that sucker in to my PS4 aaaaaand…

No, despite what you are thinking, I actually did enjoy it from the get-go. In fact, I was enthralled. But this was less a sign of the game’s quality and me just being starstruck by the visuals and the fact that the game was real. I was driving a car in a Final Fantasy game. It cannot get any cooler than that. It was around Chapter 6 however, that I paused the game for several months. Not because I got bored, mind you, but this was just a nasty habit I’ve always had where I just stop playing for long periods of time for seemingly no reason. Came back and beat another couple of chapters and then I paused again… for almost 6 years.

I didn’t come back and finish this game until recently, but hindsight is 20/20, and the years I left this game in the backlog got me thinking of just how much wasted potential this game had, and these thoughts were further cemented once I actually finished it. Sure, the game is fun, but each new mainline FF is worthy of a celebration. A series that has been as monumental and long-lasting as this getting a new game is always worthy of discussion and much anticipation, and while the series had certainly been on a downward spiral for many years to many, at least a game like XIII felt complete. XV is not. It’s a mishmash of interesting ideas with flawed execution. The combat is simple, and yet somehow a bit infuriating in how precise dodging has to be for certain bosses and encounters. Its simplicity may also be a contention for bad gameplay, but I still found it enjoyable enough, personally. The open world is ambitious, but feels incredibly barren, with little to do outside of often middling sidequests. It doesn’t help that driving is a semi-automatic affair in the world’s slowest convertible (though future upgrades give you more freedom).

And the story… this is where the cracks really show. Countless people have been vocal about how the story is simply unfinished, and I don’t think anyone can argue against that, not even the hardcore defenders of this game. If you want to get the full story, there’s a movie, an anime, a side game, four DLC episodes, and even a novel. Yes, a NOVEL. This game can give the Kingdom Hearts series a run for its money. Granted, if you’re looking for a relatively complete “self-contained” experience, you only need the DLC episodes, but it really didn’t need to be! It’s insane how quickly the story starts to progress after Chapter 9 or so. It feels like they were running out of time or budget and just needed to ship the game out ASAP.

There’s a lot of flaws, that much is obvious, but at the very least, it’s still an endearing game. While I don’t think it’s a great FF game, it’s still good in its own right, and the vibes of going on an adventure with your three best bros are immaculate. It’s the character moments, both large and small, that really define this game and make for a cozy experience. By the end of it all, I felt like I was personally saying goodbye to my best friends. There’s definitely enough heart here to make it worth playing, and whether you’re already a fan of the series or a newbie, I think it helps to set your expectations a bit low, and you may just end up enjoying your time with it.

Often released as a bundle with its immediate sequel, Ys I really is just one half of a bigger whole. However, since it still works as its own standalone game, I decided to review them separately. As the first Ys game I ever played, there was an initial sense of confusion as I tried to figure out the somewhat archaic combat system and lack of explicit guidance. Thankfully, once it clicked, I enjoyed my short time with it and made me eager to check out the rest of the series.

Story: Adol Christin is a young, wandering adventurer who happens to come across the town of Minea, in the land of Esteria. Here, he meets a fortuneteller named Sara, who informs him of a terrible evil that he must ultimately bring an end to (nothing new, amirite?). In order to do this, he must find the six Books of Ys; text which contains the history of the ancient land of Ys and the knowledge needed to bring an end to the dark forces at bay.

Despite containing a simple plot, it’s still impressive to note how it exceeds expectations for a game released in 1987. In the same year that The Legend of Zelda released for the NES in North America, Falcom was creating an ambitious duology that not only contains plenty of dialogue, but also fairly interesting lore in the way of solid worldbuilding, interesting NPC conversations, and a fairly detailed and expansive backstory for the main hero in the original game’s manual; a backstory containing locale and event descriptions that would continue to be referenced in future games to this day.

Gameplay: This was the biggest roadblock upon starting the game. The infamous “bump” combat is a weird system that, although easy to understand, is incredibly awkward to execute for a first-time player and takes a bit of getting used to. But once I did, I was making mincemeat of enemies left and right. The bump combat simply involves running into enemies at an off angle in order to minimize damage received and increase damage taken. There is no attack button involved for this. The main limitation to this is the lack of variety. Even during bosses, it’s mainly a matter of learning its attack pattern and just bumping into their weak spot when possible. Still, the game is short, which helps a bit with its inevitable redundancy. Not to mention, the boss designs are damn cool and the fights themselves are still fun and challenging.

As with any RPG, you level up after gaining enough experience points. And trust me, if you feel like you are doing next to no damage to a boss, then you have to grind. Because here’s the thing: The level cap is 10. That’s right, you can only reach level 10 in this game, which means that each level gives you quite the significant boost to strength and defense. With each new area, enemies give a lot more EXP, so grinding isn’t much of a problem in this game, as it’s fairly quick.

Apart from this, there’s also a shop where you can buy better equipment, as is typical for the genre.
Through this short journey, NPC’s will give you hints on certain items you must find and use in order to make progress. None of these are usually too cryptic but, backtracking and traversing some of the maze-like dungeons can be a bit of a chore unless you look up a map. The final dungeon is especially huge and can be a bit of pain. And um… if I can just vent for a second…: WHAT WERE THEY THINKING WITH THAT FINAL BOSS? All I can say is, prepare your butthole.

Music: Um… yeah… There is no reason for the music to be this good. Honestly, all the Ys games I’ve played have had great soundtracks, but it’s especially impressive to hear these tracks from a game released 35 years ago. Granted, with this being a remaster, the soundtrack has been re-recorded and remixed, but even after listening to the original soundtrack, it’s amazing to hear the foundation of a wonderfully melodic and haunting track list that perfectly captures the sense of adventure. Not much else to say here. The music is fantastic.

Ys is a series that usually flies under the radar of many RPG fans, and even with the recent success of VIII and IX, many would still be hard pressed to return to the series’ roots. I believe it’s well worth it, though. Ys I (and II) may not be a perfect experience, and it is admittedly not for everyone, but with its short playtime and classic Falcom charm, it just begs to be given a chance and experienced.

Imagine Breakout, but the ball kills you if you don't parry it with a button press. I beat the Makai route on Easy with nearly 100 continues mainly because of the final boss. I felt like I was hot shit. But apparently, you have to beat the game without using a single continue for the two possible true endings. I thought people being scared of Touhou players was just a meme. But now I understand completely. Some people really do be out here doing no damage runs on these games at the highest difficulty. Apparently, this is one of the easier games too. I'm terrified of what awaits me with the proper bullet hell games...