1013 Reviews liked by TailoredMuffin


Going to be transparent and say this rating is unfair but I just can’t play musou games because they remind me of the hardest part of my day to day life: the knowledge that everyone is an idiot except for me

THE DEVIL MAY CRY FRANCHISE IS A PSY-OP INTENDED TO DESTROY YAOI
BY MAKING TWO CHARACTERS NAMED DANTE AND VERGIL AND HAVING THEM BE BROTHERS, THEY HAVE OBFUSCATED THE FACT THAT THE DIVINE COMEDY VERSIONS OF DANTE AND VIRGIL (WHO AREN’T BROTHERS) HAVE THE POTENTIAL FOR THE GREATEST YAOI TO EVER EXIST
EVERY COPY OF THIS GAME BOUGHT IS LIKE TWENTY YAOI LIBRARY OF ALEXANDRIAS BEING BURNED
THE DEVIL MAY CRY FRANCHISE AND EVERY SPARDACEST SHIPPER MUST BE DESTROYED

I opened up trending and gave a half star to one of the first games I saw
You may now laugh

Can the people shitting on this solely for its plot just accept that Zelda games never had good stories to begin with?

The renbu system provides some much needed innovation for a series that was getting stale

Replayed this for the sake of nostalgia and its themes of accepting your own death resonate with me even more now because this account is dying on May 27th, 2024

Highly recommend for how in depth the settings are. There’s even a switch that lets me cause everyone who has ever opposed me to die of a heart attack.

NO ASMIK ACE ENTERTAINMENT!!!
DRUGS ARE BAD!!!!!!!!!

This review contains spoilers

This was a Stranger of Paradise prequel the whole time???

This is a game where a bunch of talented developers were stuck in the same room for two years who were never told "no." Instead, they told each other "sure, bro."

Want to make a bunch of new mechanics that are both overcentralizing and near-irrelevant? Sure, bro.

Want to make a 30-60 minute long tutorial you can only skip by winning a race you only can win if you already know how to play the game somehow? Sure, bro.
(Don't even get me started on how the tutorial was before the first patch, the requirements to skip the tutorial were hidden AND you had to clear a max-level race. Actually evil.)

Want to generally nerf items while cranking the knockback to unfathomable degrees which creates scenarios where you can get knocked out of a top position and no item is reasonably strong enough to get you back where you were? Sure, bro.

Want to make items actively feel bad to get because the Ring system is so encouraged while also not letting you use Rings with an item in hand? Sure, bro.

Want to make like 200 tracks but they all have narrow tracks and very tight turns? Sure, bro. Also want to make any uphill slope kill your speed and make you have to STOP IN PLACE to Spin Dash upward VERY SLOWLY? Sure, bro.

Want to make a single player mode where the rubberbanding is overtuned (even after a near launch day nerf, mind you), the AIs will target you even when you're near dead-last, and the Rival explicitly cheats and will steal victories from you? Sure, bro.

Want to make an unlock system like Kirby Air Ride but make a bunch of requirements hard, cryptic, and/or straight up unrealistic to achieve unless you dedicate literal months of game time? Suuuuure, bro.

Despite its many, MANY problems, the game is still fun and I can see a version of this game where the new additions compliment base SRB2K rather than detract. The Rings being the omnipresent, overbearing problem is an issue I don't see being fixed, though. The devs seem really proud of their Ring system even if it kills the Kart aspect by making items less used/encouraged. I can always hope, though.

tl;dr Imagine if Mario Kart was mixed with F-Zero but all the worst parts of F-Zero were mixed in with a dash of unique jank and bad decisions. Enjoyable for kart-racer tryhards, completionists, and masochists, and nobody else.

OK, I got to play the game, I played two cups and a half. Well, in reality it was the first cup and the 2nd cup up, up until the last track…

VERRRDICT!

Alright girls n' boys, I'm… not… gonna sugarcoat it. This game blows, like, not in a super good way or super bad way, it still has me stirred but, now having played it, I may be a bit less stirred. I like how the initial setup looks like, but the tutorial is STILL absurdly long, 45 minutes minimum, how? No idea, but it's there. It can be skipped with the "Let's see you do it, hotshot"-type race and I find that annoying, or thru an obscure code, like Online and Addons. And I still find the idea of locking Time Trials, a kart-racing essential, downright abysmal!

As for the REAL game? It's a mess. A sort of lovable mess, I can't really hate it, but it's maddening, to a degree. I think the problem is that there's too much going on in a race.

You've got the track and your opponents to take care of, you've got the roulettes to take care of, you've got THE ENVIRONMENTAL DANGERS to take care of… putting it midly?, It's sensory overload. And there's too many mechanics to boot, same for the controls; too many buttons… for a Kart racer. A type of game where you can just— get up and go race at a few clicks.

And then there's the race AI too, who is very much happy to rubberband at a moment's notice and get spiteful if you as much as win 2 races in first, which is CRAZY and almost feels like some of your wins are unwarranted and come down to pure luck. So at times, the game can feel downright punishing if you do the slight miscalculation of drifting at the wrong angle.

The unlock system is another whole can of beans; did you know the rewards in the challenge grid, while "set", are truly random? Your neighbour's build might have Metal Knuckles on the top row, but yours may have a Chaos Drive Follower on the top row, so there's no clear "unlock path" which can lead to some truly "Guide Dang It" moments. And the requirements get crazier as you go on, too! An unlock chain can go on for MILES across several Unlocks. It reminds me a bit of those convoluted urban legends of yore, and that's fine! I find that funny too, but it becomes unfunny at some point.

All in all, this gane is NOT for everyone, and it shows. It can feel beginner-unfriendly, it can be messy and some tracks can be overdecorated, racing is a test of your attention span at times and worst? It may feel like the game is conspiring against you. The tutorial could benefit from being divided into separate "beginner" and "advanced" tutorials, and a less aggresive way to skip it without the code could help too. The game could greatly benefit from Time Trials being unlocked from the start so people can ease in to the wild variety of tracks, and the AI could ESPECIALLY take a chill pill or two. I'm pretty sure there are more flaws with the tutorial asides "ough Tutorial long", but we'd be here forever.

Overall, this game definitively exists. And if you like it, that's fine, and totally awesome! But for me? Damn, it sure hits different. I'm just hoping it gets some QoL updates down the line..

A game by absolute freaks, for absolute freaks. If you don't lab kart racers everyday like they're fighting games and try your hardest to complete EVERYTHING in those games, this game is NOT for you.
Almost avant-garde in how little it cares for the casual kart racer audience, forcing you to complete an excruciating tutorial that can take between 30 minutes and 1 hour. To complete one grand prix before you can unlock multiplayer (or use a cheat code). To complete FIVE grand prixes before you can unlock the ability to use old SRB2kart MODS! (or use a cheat code). To stay with one color for your character unless you collect the others, and collect all 82 to unlock time trials. Never has there been a game so obsessed with making players master its mechanics before letting them play with others, as if they were preparing you for real-life war or something.

The game even opens slowly walking you through every option, unlocking each thing in the menu, everything contextualized with Tails and Eggman speaking to you, as Metal Sonic. Clearly, the devs tried to defeat Sonic Robo Blast 2's unnecessarily long intro cutscene, and in their quest for Genesis nostalgiawanking, they made the awful choice of only having the button prompts of the Genesis controller in menus and tutorials, not a huge issue in controller, it is on keyboard, especially because this game just has way too many mechanics and when you finally have to use an obscure one, you gotta press every key or go to the menu to check what key you assigned as the Y Genesis button.

Back to the tutorial, what did they think they were making here, Final Fantasy XVII?? It doesn't even explain things that clearly and there's so much dialogue, no option to reread, just once and trial and error.
It'd be one thing to make a kart racer with a lot of complex mechanics if they all feel cohesive and the races really push you to your limits, like Sonic Riders or even Bomberman Fantasy Race, but I don't think this is it when the mechanics are like 8 different types of boosts, one for each hazard, a charged melee attack? A parry? Two different types of roulettes that by default you have to stop manually???
A lot of this doesn't even come up in the races, it's for the single-player challenges, if it is in the race, you can also probably brute force it and use boost mechanic #54 instead of boost mechanic #301 as originally intended.

There's potential here, but it doesn't feel as good as SRB2kart to be honest. I gave up at the drift section in the tutorial cuz I just couldn't get it to work and the only drift you HAVE to do to proceed is the ultra charged one that gives you max boost #302! If the kart stops moving while you try to drift you instead initiate, you guessed it, another boost mechanic, one that has its own separate dedicated button so why make the drift worse by putting it on that button as well?

I usually don't rank games if I know that they're just not for me or if I played that little, but I don't see how the things I complain about would really do any good to any game in any genre, and even if all players use a save file with everything unlocked, I'll have to stand my ground unless they rework everything.

They tried to make a kart racer with more complex mechanics than Sonic Riders, and thought they had to have THE MOST mechanics to do that. They saw that some Riders players missed mechanics because of the lack of a tutorial and thought they had to overtutorialize EVERYTHING and demanded they mastered the game before even letting them race.
Don't think this will ever catch on and most will probably continue to just play SRB2kart.

SRB2Kart wasn't the best racing game ever. However, for a piece of free software made by fans that's basically running on the DOOM engine, it's safe to say it's more than impressive. At its core, SRB2Kart is essentially free Mario Kart for your PC, with some noticeable differences, of course. Anyone could pick it up, and while they may not understand it at first, it wouldn't take long before they start getting a good grip on the basics. Download a few funny mods, get some friends in a call, and you'll be playing as Peter Griffin on Coconut Mall in just a few minutes. In a way, the experience feels somewhat cobbled together, but it's so simple and fun, which makes for a chill experience with an amazing amount of replayability.

Dr. Robotnik's Ring Racers, in its current form, is a fantastic game that is otherwise hidden beneath a heap of questionable choices. In what seems like a quest to be a full-fledged, retail-quality game, Ring Racers starts with the base of SRB2Kart, bloats it exponentially, and locks away features that were available from the get-go. For most SRB2Kart fans, it's unfortunate, given how the actual vibe and presentation of the game is so expertly crafted, professional, and most of all: fun.

When you first boot it up, you're greeted with a lengthy, unskippable sequence as they let you adjust your game settings. Even though it's a little slow, I like this intro a lot; Tails' and Robotnik's friendship is cute, the sequence overall looks and sounds great, and it sets the tone to show how much more sophisticated the whole package is compared to its predecessor.

From there, you are sucker-punched into a nearly hour-long^ tutorial as the game slings a seemingly never-ending barrage of mechanics and dialog at you. An entire Ring economy, melee attacks, spin dashes, fast-falling, easy-braking, trick pads, trick directions, hill physics, and so much more; it involves a lot more thinking than the average kart racer. It's pretty overwhelming. After completing the tutorial (with no real understanding of what I went through), I jumped into a Grand Prix cup only to get my ass handed to me on a silver platter while on Easy Mode. After a few tries, I got brought to the Unlocks Screen after winning. Once again, I got sucker-punched when I made the realization that Online Mode is an unlockable; I have to convince my friends to traverse the same gauntlet I just endured if they want to play online with me. Of course, you can use cheats to bypass this, but I don't think this should be the default experience. They're really going to scare off more casual players with this sort of first impression.

Aside from the racing mechanics and tutorial, there's a lot of other unpleasant changes: The controls don't feel as tight, mods are unlocked after you complete 4 cups, alternate character colors have to be found on each track, Time Trials are locked behind collecting character colors, the CPUs seem to rubber-band like crazy even on Easy Mode, CPUs love using the melee attacks so it feels like you get battered around more than you do in Mario Kart, the "use weapon" button has 4 different functions, and the list goes on^.

I feel like a dick complaining about it considering this is a free game that had thousands of hours put into its development. I almost feel I’m being unfair to it. As a standalone entry, it has more than enough potential to be great. I can clearly see the vision: rather than making an experimental game that feels like a disjointed mod of a mod of a mod, they instead wanted to deliver a more robust and cohesive package – a game that truly feels like a "real game” you could pick from a store shelf. A finished game that is unmistakably unique. The spritework, the tracks, the menus, and the custom music are all gorgeous and you can tell so much passion and dedication went into it all of it. As someone who attempted to make content for the original game, I can assure you making nearly anything for this engine is not an easy process.

However, due to the fact it's a sequel, it unfortunately comes with a lot of preconceived notions, like not having to unlock Online Mode, character colors, or whatever. It's very difficult to divorce it from its predecessor: a game widely popularized for being both accessible and highly customizable from the start. As a result, it's hard to not feel a bit unsatisfied with how the gameplay and progression turned out. Many players' expectations were defied, and mostly not for the better. I think they severely underestimated the value of how easy it was to pick up and play SRB2Kart on a whim.

So far, I'm more comfortable labeling Ring Racers as an alternative way to play SRB2Kart (primarily for hardcore veterans) rather than a replacement or even an upgrade. With this in mind, I do find myself wanting to play more of it despite the many frustrations. I'm not won over by this game just yet, but there's definitely something interesting here. I think I would be okay with a good portion of the changes if the CPUs weren't so merciless, but there's still some heavy adjustments to be made beyond that.

I don't have a rating on this yet because I would like to see how this game shapes up over time from feedback.

^: As of v2.1, you can exit the tutorial once you reach a fairly early point. They've also made Online, Mods, and Time Attack unlock much earlier. I'm very glad they're responsive to some of the feedback already.
Also I suppose Time Attack was not actually hidden behind finding character colors? I can't find a concrete answer, so I apologize for perpetuating misinfo if this is the case.