1746 Reviews liked by TheSlowKenyan


It's definitely a unique experience in that I never played a "horror" game in the form of a text-parser adventure game that's messing with the 4th. wall the way Stories Untold does. There are some spooky scenes that really got to me and I did appreciate the underlying creepyness in everything. However, the story, although presented in an interesting way, doesn't really do anything too special or original.

Also, the gameplay is rather simplistic and even tedious at times (Episode 3 was a slog to get through). I can't be too mad or disappointed as the game definitely tries to do something different on a gameplay level but I did expect something more engaging in terms of story. As for how I feel about Silent Hill Townfall at this point? Hhhmm.... I'm not so sure the devs know how to handle the Silent Hill license but at this point, who does? :D

For all intents and purposes, Final Fantasy VII Rebirth AKA part 2 of the FF7 project is an outstanding remake that should be praised, critiqued, and enjoyed by fans of the original and newcomers to any JRPG coming from part 1. And for me I have a Midgar-size to unload. First, I’m no expert in determining if a remake and sequel to the first portion of Final Fantasy VII Remake with a massive AAA budget can succeed in its lofty ambitions or at the very least decisively conclude it is better than the first installment. My criteria differ from everyone’s standards, but I’ll try to fairly judge the awesome substance along with detailing what it could improve.

I do want to state before I start that I'm not a fan of FFVII(1997). Doesn’t mean I hate it or it is automatically bad. I favorably look at aspects they brought to the table by evolving from the past entries. What works, what doesn’t, offer evidence behind claims, critique, move on. The series core has a way of continually shifting and embarking on new journeys than retreading old familiar grounds. Sequels are the exception. For what it's worth, the seventh in the series is firmly within my top ten. And I've played over 23 titles in the IP. So I'm average with the lore, story, characters of the world. Devoured the connecting spin-offs, anime, film, and light novels. Heck, my first unofficial entry to the franchise is via Crisis Core for the planet's sake. As a result, I like quite a fair bit of the universe created. I say this early on to defuse any misconceptions of negativity. I’ll try to keep the following text as spoiler free as possible. Failing that, you have my explicit permission to call upon Ramuh to smite me down. Or Ifrit if you prefer scorched BBQ.

Bear with me as I put my mixed feelings first then move onto the good stuff. Merely concerns I had in varying degrees of quality tilting my head at various moments during my adventure.

I’m disappointed to say those who didn’t like the first entries' linear sections, make a dreaded return here. There’s so much padding nearly everywhere. I’m forced to overcome numerous obstacles through a straight path. Impeding my progress. Blocks on the road where I cannot move at my own pace from A to B. Unless I find a solution to my current barriers. Hurdles of screen of tutorials will display providing information on the unique circumstances to progress. From beginning-middle until endgame. The messages never end in both main and side content. Not all of them are frustrating, but I can’t for the life of me praise at least one during a mandatory plot segment. Use a mako vacuum to overcome an obstacle while walking unbearably slow. Rerouting power via cables, climbing passages galore, sling-like Tarzan with grappling wooden/steel beams. Where my buddies consist of a frowning, no-nonsense mercenary, an endearing flower girl, a thug with a gun on his arm, a bartender/pugilist, and a talking dog who must undergo these mundane annoyances. Don’t get me started with unwilling stealth zones in some mandatory and side stuff as well. Stretching the avenue in mindless work of what would otherwise be a normal route with some leeway to explore in a regular dungeon taking the fun and excitement out of my body. An illusion tricking my mind of the ‘ooohhh’ and ‘ahhhing’ of spectacle.

To be fair, I didn’t mind these obstruction elements early on, but when I'm grumbling to repeat yet another ascending rock, ninja labors, and new tutorials to solve my current dilemma. Though, I won’t call them ‘puzzles’ but more like mindless busywork solvable by process of elimination. In effect halting the pacing and making me groan internally once again. The first had these as well, and for what it is worth it's an improvement from XIII and XV’s iterations from the usual hallway simulators and open-world nature. However, I still didn’t like the beeline routes in the remake. Whereas in the original release. I didn't need to spend hours in a dungeon. For example, in one large layout without saying any spoilers. Took me over five hours to complete. In the initial game, the same dungeon took an hour - <- spoilers for the original game inside link. To complete everything. I checked the reported lengths to complete the game and users online said similar times. Not gonna link due to spoilers, but if you check YouTube on dungeon comparison in walkthroughs. Such as mine taking four to five hours to complete the same place. Likewise, one dungeon near the end feels so forced to play as one character and engage in yet no one's surprise a linear path. Taking the haunting vibes in favor of a frustrating if not cute atmosphere marred by boxes… Just no no no. Not to say every dungeon takes that amount of time, but it is something to note going forward. With that said I feel most of these large dense places need to be cut in my honest opinion. I didn’t come here to play a three-hour chunk to reach the next adventure beat.

Don’t get me wrong, Square Enix’s work on the title has already been shown earlier in the first part to detail not a 1 to 1 retelling of the same game. Kind of a sequel/modern/recreation/re-imagining take to the past FFVII compilation/universe. Designed as a way to give old and new players a fresh, but familiar take of the aforementioned classic from 1997. Rebirth and the preceding title stretch both the material in ways I'm still coming to grips years later for better or worse.

For comparison, I recorded my entire playthrough, dividing the main scenario, optional content, and dungeon sectors and I can only conclude the dungeons will take at minimum depending on how fast and how thorough you are in exploring and battling or running. At least an hour to three hours on average. For each dungeon. Coming from someone like me who likes to explore a lot and attain as much as I can, that's a pretty long time. When put side-by-side with the extra content I devoured against the story-only segments, I emerged with less than fifty hours for the story, and the rest were completing the countless minigames and non-base content. For a total of 88 hours. And honestly I was tired by the end. Partially due to the fact of the repetitive nature. Finishing 95% of total activities except 2 side quests(which requires mini-game completion), replaying the entire length on hard difficulty with post-game challenges as well. How Long to Beat & the trophy guide will show analogous data to attain 100%. Granted times will vary. Don’t take my hours as definitive. Playstyles will differ. In my case, I don’t idle. And I don’t rush. So the numbers given above are raw gameplay completing activities.

Perhaps instead of climbing, stealth, and other hurdles we face on repeat. I would’ve favored these aspects more if the developers Creative Business Unit I(CBUI) introduced new, unfamiliar, and fun obstacles to overcome than recycling and reusing the same old methods. Letting us use an elevator or slide our way to the top somehow. Instead of sneaky mode, implement a dialogue check at different points if they are disguised. There is already a relationship meter atop our characters' heads to reflect their current status to Cloud, changing depending on answers given to the recipient. Thus I can’t imagine it can’t be too hard to inject for one passage. Heck, it's kind of similar to passing the lie/truth side-scenario in the Dust Bowl. Since there is plenty of clambering, why not include an extensive platforming branch or puzzle tomb to get from one starting place up to the treasure room? Traversal and how to get there would’ve been a wonderful inclusion. Think Assassin’s Creed’s Ezio when hunting for relics in tombs, Lara Croft from Tomb Raider or the titular character from Prince of Persia to avoid many traps. Moreover, the man with a machine gun arm could’ve demolished rock obstacles in my way not repetitively, but if I was trapped in a cave with multiple paths. Blasting different boulders atop could help stop a wave of monsters incoming on our positions. The talking dog could be used to enter smaller entryways to unlock a roadway for my allies. I could think of more possible ones, but I don’t want to litter pages here. Instead, this is to display how I could think of alternate suggestions I thought within 10 minutes. Imagine if everyone who played could say different ideas. Says a lot for an over hundred-hour game to constantly recycle the same old methods. Resulting in predictableness and dullness.

Would benefit immensely from a skip minigame option for both the story and optional content. I don't want to go through a boring repeating button segment. Hitting a specific combination on a controller or the same old solution moving a slowpoke of a cart again. Every single time I go and sync with a summon you have to hit a specific order of presses to bond. I have no idea why I have to do this three times on repeat. And there are more than eight in the game… Furthermore, anytime I have to receive regional lore concerning any place I have to press a timed button and again three times for each place. I need to repeat these mind-numbing routines in a handful of regions. A simple shortcut option would work wonderfully instead of forcing the player to engage with the systems. In Marvel’s Spider-Man 2 I was able to skip their contrived restrictions of familiar button minigames with no sweat nor downtime. To the point, I earned a reward for completing the activity!

Final Fantasy VII: Rebirth isn’t just a JRPG it’s a game spliced with Ubisoft Tower DNA. I kid you not I traveled dozens of these in regions to show nearby locations. I don’t have to unlock them, since you can stumble upon them if you stray from your main objective. But I felt I had to experience everything the game had to offer. Not purely for the story. The side content deserves to be experienced. In a YMMV area. And so climbing the tall structures is nearly the same for everyone. Usually with monsters nearby and barely any change in obstacles soaring to the top. Horizon Zero Dawn uses the same Ubisoft formula except with walking dinosaurs and every time you scale their appendages presents a challenge to get onto the robo-dino. I liked it. Was a fresh take on the formula. Part 2, doesn’t mobilize with creativity and at its most basic form clones the same functional schematic. I wish I could snipe it from far away to activate if something is blocking the antenna. Use a thunder spell, or slap fire spell to destroy vines forming an obstacle. One obstacle I liked was flying to my destination. Though, such an example only occurred in one region. Hence, I feel the developers could’ve created innovative endeavors rather than having to resort back to good old recycling. And I’ve played my decent share of Ubisoft tower games being over 12 entries. If players enjoy these types of rising to the top then I salute you. But for me, Square could do better.

This is relative in the world being a checklist and lifeless at times. All regions barely have anyone in their region to converse and interact with when roaming. Most if not all quest givers are located in their respective cities and towns. And yes there are other denizens within the settlements to converse with, but it is all located mostly with other people. This is painful to witness and experience when I am on the road and admiring the landscape and come across new mobs, but see the same types once I travel enough in a region. Expanding on the checklist most if not all side activities boil down to extermination monsters, fetch chores in retrieving an ingredient from the said place or creature, and returning to the employer. Variations will exist sometimes like following a person delving into one more stealth section or traversing on a mount. But most boil down to boring design. Some of which made me excavate using my chocobo’s senses to follow a trail and then dig for the item. One assignment had me use a sort of radar to find the exact location. No arrow at all except a circle pulsing. I think if the world was more populated adding in travelers. Not allocating all job-givers in a single location within settlements and introducing better sidequest implementation. The execution of which leaves a lot to be desired. Better investigations. Reduction in fetches in favor of already having the item in our stock or bartering for it while giving off a lore bit during discussion. Increase variation in fiend secondary objectives than the standard pressure, stagger, and kill everyone. Or remove them entirely. Such a lack of meaningful implementation leaves me filled with busy work and more like a chore than a fulfilling endeavor to look forward to. Leaving me in a state of confusion and bewilderment.

I did not like the restricted freedom in traversal, whether on foot or on mounts. Regions you encounter being large zones to freely travel there’s a steady amount of verticality to head towards whether above or low normal elevation. Nevertheless, I hit multiple invisible walls constantly as I tried to jump from a very tall cliff to the bottom since some places I traversed didn’t land where I was supposed to. I tried jumping off a cliff only to fail, thereby I had to go all the way around before finally landing on my destination. This is infuriating. Why can’t I jump from the tallest point and suffer an HP cost or none? The year is 2024 and I can’t believe I have to say this, but the game has no shortage of invisible walls. Pressing a button on your controller will help speed you down a sharp incline only if there are ‘steps.’ Without these you’re SOL. What’s baffling is two mounts circumventing these issues entirely, but my character, an EX-soldier can’t land from a high elevation? Square Enix please play Xenoblade Chronicles and take notes.

By extension, I don’t like having to manually gather materials anytime on foot or a mount. Yet when I acquired traversal vehicles later on I could gather them automatically. I’m again mystified why I can auto-pick them up through a mount but have to resort to manual pick-ups of materials I may need. The devs clearly knew earlier on. Except I'm forced once again to enlist with tediousness. And trust me the game litters the world with common, uncommon, and rare materials to freely transmute as if I'm some impromptu full metal alchemist. Good luck trying to get the right ones if you can’t find them for some quests requiring key items to be made.

Without saying spoilers. A new addition to the remake is Interlude sequences. These consist of playable sections using a certain character I won’t name. But suffice it to say I feel their global inclusion needs to be overhauled. Similar, but different from ones like FFVIII. There we could battle, earn experience, change our equipment, interact, talk to both the citizenry, and volunteer in fun activities. Here we barely interact with the world and are stuck in a linear pattern to complete before we're back on the main content. And this is a mandatory story. So you can’t bypass it. It is like teasing older veterans on you know what, but you actually can’t do much of anything. A missed opportunity to interest both old and new in the figure which I like quite a fair bit. Remember what I said previously about padding? We could use the AAA budget in the interlude, please. Not less than ten minute moments.

I feel the pacing and major villain suffer in consistency as I absorbed and devoured as much of the game. The former(pacing) is tangled in a web of Ubisoft towers with poor sidequest implementation coupled with an absence of quality of life regarding countless button assignments leaves me fatigued despite resting on days to embrace a slow-burn plot that doesn’t hit their strides until later on. The latter(villain) and extends to minor antagonists feel like someone teasing me from far away. As if “Na na na you can’t get me.” Accurate from the original yet becomes more infuriating with the lack of any real achievement upon fighting them. By achievement, only a small modicum of advancement, fluff, and perchance a bit of drama details emerge to move the group along and ascertain with one another “ All right so what have we learned, and what can we do better?” Reusing the same old trick again when moving on. Although, some segments do spice up the encounters to be different and unique. The fact I only saw their interactions change and the climax propelling faster near the endgame. And not in the middle of the game’s story. There’s a lot of focus on padding unnecessary content without giving proper characterization. One chapter takes place in a cave and after voice lines are given from an enemy encounter, I have control of my members only to realize they barely engage in banter. Calling out their moves sure and mottos yes. But nothing to extend their relationship further with bonds. Maddening to witness going through multiple sections with nothing but silence as my companion. While in reverse when finishing some side activities I am treated to some pure development straight from the heart. And here I am left wondering what in the gates hell is going on with my non-existent friendly banter. Did they run out of expenses for more voice lines? Or was it all used for Chadley's (a friendly NPC from the preceding entry) budget because his face is the most I’ve seen whenever I initiate any side activity… wish some of the money went into a M&*(New NPC) budget.

Perhaps the biggest offender to me is the motivation to complete the main story. Any game worth their salt needs to have a compelling plot. We can reduce this simple notion to some regular examples. Revenge, stop ‘x’ person, find out why I have missing memories, find a method for ‘y’ idea. Etc etc. Within the 2024 title, our task is to stop someone who-I-shall-not-name but you can probably figure out who. Along with the goal of saving the planet is sorely lacking. The turtle pace narrative walks instead of blazes. Out of the total 14 chapters, only the chapter [blank] finally moved the glaciers out of my way in my opinion. Some of which were merely a warm-up. By the end, I didn’t feel like I reached a definitive answer to my motivation at the start and was left helpless, confused, and horribly misled.

Lastly, maybe a hot take, I couldn’t help but feel a decent amount of camera work stayed too far on certain antagonists as if to give importance or impending doom. The former of which I don’t need to know the layout of a room before hitting the dude's clothing drip or his lips. The latter of which relates to my point on the villain as if poking at the player to remember they are still a grave and present threat looming over their heads. And the ‘headaches’ we receive frequently to distort our reality into a green filter television flashback in ala schizophrenia leaves me groaning every time I see it. I know the man is in pain. I know he is suffering. Yes, I will expect another occurrence again in the following cutscene. With minor variations in between. Makes me think of splendor shots as if the cutscene director wants their audience to embrace the spectacle. And to its credit, some very impressive moments took my breath away. However, not every shot or angle is up to par and I’m sad to report the camera work at times feels excessive to the point of unnecessary.

I hope my mixed feelings aren't a turnoff. Think of them as major concerns that severely impacted my overall experience. Merely trying to say the above text could be better and improved from what didn’t work out for me. Not to be taken as the ultimate egregious stain upon the landscape of gaming or JRPGs in general. And if some take that to heart well you have my permission to send Bahamut to obliterate me. Besides, the game could be far worse… like full of microtransactions, bugs, and crashes, improper balancing, nonsensical narrative, boring characters, a weak villain, etc. Yet I'm glad to report the game is nothing like those horrible examples. Anyway, now is the time for the awesome stuff. With our party exiting Midgar and embracing the wild wilderness outside the yoke of Shinra’s capital. To find answers and well hunt someone-who-I-again-shall-not-name.

Rebirth is faithful and bold. Excelling in recreating some of my favorite spots back in the original and enhancing nearly everything from combat, music, cutscenes, bonds between friends, etc. I could imagine. The over-and-beyond soundtrack and great range in the countless voice actors to the satisfying combat are nearly the same as the first installment but the addition of synergy skills adds a new tactical layer of syncing up with my ally and delivering punishing blows. And the pleasing visual aesthetic of seeing Kalm, the first town you visit is breathtaking, but more so for every city/town you visit as well. Like by the lifestream seeing Junon with a big freaking cannon jutting out into the ocean still gives me shivers. Cosmo Canyon, a place if anyone ever visited the Grand Canyon in America is of a comparable breadth and scale except steampunked and teeming with monsters, but futuristic with windmills and strapped to the rocky cliffside and denizens living freely without the yoke of oppression from Shinra. Without a doubt, the locations are given maxed attention in both scale and exploration to freely travel between several layers of a city. Don’t get me started on the jungles of Gongaga. I embraced my inner gaga over there.

Characters by far receive adequate characterization and some of their development is hidden in their sidequests. The quality of which is just as satisfying to witness once you earn the end of a side objective. My man with a machine gun easily hits powerful lines almost every time he reflects or delivers passionate speeches. Played by John Eric Bentley, he delivers words like a critical point past midpoint and hidden within a cutscene delving deep into his past providing not only proper development but nuance in his self-reflections concerning others. Most of all he’s not afraid to say it and I deeply admire him. Making his actions later on with his comrades heartwarming. Briana White who voices Aerith equally delivers an emotional range from funny and wholesome to genuinely gripping me with her performances. I saw neither cringe nor an inadequacy of tone in any of my allies in general and as a result, the cutscenes pertaining to each of my comrades' screen time were enjoyable. Heck, the talking dog rises past mountains and bites the cosmos zenith delivering one of the funniest scenes in the game. To the point, I prefer this version’s take than the old one haha. And the sheer range they undergo, once I learn new facets of their personality, is both amusing and shocking. I also feel there’s a greater emotional spectrum at play here concerning the main cast. Tifa and Aerith’s budding friendship is heartening to observe as are the darker feelings my cabal undergoes when the narrative dips back into the dark hold of Shinra’s all-encompassing reach over the planet. For every nice moment my group encounters a looming shadow is stalking them. And I like how not all is fine and dilly dally. Makes the cast relatable and human. Although, I wish Cloud would emote a bit. His facial expression is too stoic at times, but when he does delve into more emotions oh it is a sight…

The cinematography is oh my lord exceptionally well done. I know I groaned about the slow burn early on, and some camera work being excessive but goodness, when you cross after the midpoint. The story cutscenes set the tone right - Clean sequences, no hard cuts constantly to confuse the viewer on the action moments and landing the poignant spots when needed. With the voice actors enhancing these scenes to the limit. Various points during the endgame were magical and beautiful. The flow of which offers a nice break from the usual humor and fluff from the side scenarios reeling back the curtain of the main adventure. But I must say, one long sidequest chain being proto-relics regarding the super boss is pretty sick and the attention to detail and care is lovingly crafted. Fans of the series will take special gratification in experiencing all their quirks and epicness.

No copy-paste for enemies and most environments. By the end of my journey I found a total of 230 unique enemies. No different colored variations or slight increases in HP and power differences either. These mobs will chew and spit you out if you’re not careful. On normal difficulty I found the balance to be justtttt right. Didn’t find battles too easy or too insurmountable. Environments for the most part didn’t repeat as if the 3D artists got lazy. Every area you visit, be it a city/town or a hidden place tucked away reveals something beautiful and mesmerizing. I can’t count the number of times I admired the land and embraced the call of nature. Screw the main assignment and subsidiary content. I’m becoming a photographer! Heck check out some of these shots.

No complaints whatsoever for part 2 shatters the limit break on soundscape design. I would equate it similarly to how FFXVI composition goes but differently. I can’t help but notice whenever I gather new intel the music would dynamically change. Specifically towers. Vocals and instrumentals are more fleshed out as you embrace more intel and my god almighty I'm reminded of whenever FFXIV introduces a new trailer for their expansion you don’t get the full trailer, instead you get a teaser before getting the full course meal. Essentially we listen to an adequate sampler then upon reward hear a better-improved version as I progressed in each region is incredible. And good lord almighty Masashi Hamauzu and Mitsuto Suzuki the composers hit the baseball flying into a homerun reaching outer space. It's phenomenal. No copy-paste and recycling of old tracks. You will undoubtedly hear new remixes, arrangements, instrumentals, vocals and so much more while playing. Shifting and changing as I played more and more. Battles, sidejobs, new areas, main story, and cutscenes all have their unique flair of variety. Resonating with my ears. By the time I entered one weird region called Gongaga, I put my controller down and had my hands over my eyes. Silently listening to powerful emotional moments brought by flute wind and percussion instruments among others I can’t for the life of me identify due to screaming internally how a track touches my heart. For those who played a certain title in the FF7 compilation I 100% felt one person's spirit manifested and oh so pure. The feeling is Indescribable. And then I'm treated to a bow wow wow as if I'm suddenly transported onto a jolly happy place filled with children chorusing a heartwarming rendition to give me enough incentive to conquer anything and everyone in my path. Move over final boss. Once I’m listening to the beat of the bow wow I am unstoppable!

Pivoting to minigames, some of which are truly enjoyable to the extent I kept coming back. Out of more than a dozen to play around with. Without any contest. I must say Queen’s Blood(QB) reigns supreme. Fans of the series know about the Triple Triad, a 3x3 grid where you and one other player duke it out card style to win. QB is similar except we have a bigger grid to manage along with more cards to fiddle around with. Up to fifteen. I won’t go into explaining the mechanics, rather I want to say how satisfying it is to go through the side content and challenge QB players who have a passion for the cards. Bonus points for the team to cheekily take great notes from The Witcher 3’s Gwent pre-match camera angles cause man Cloud and whoever he faces offers a mean frowning “Come and get some!” face-off before entering the battle stage. And thankfully enough the difficulty is balanced I would say. There’s an interesting questline integrated into beating new and experienced veterans only to secure the thrilling conclusion near the end. Such care and thought only deserve every ounce of praise in my eyes. Rules feel fair, thankfully not overly complex. Large assortment of cards to collect and over thirty people to challenge and partake in special survival and puzzle matches too! Seriously makes me wonder if we'll face off a new big bad villain with a card game in the next installment. I can't wait! I need this version in FFXIV please!

Anyway, here are other fantastic ones to try. Leapfrog aka Frogger is a nice way to avoid the spinning beams. Fort Condor goes all out on low poly tower defense. Running Wild is like Rocket League, except with animals. 3D-Brawler is an awesome boxing game using poly characters of our members vs poly enemies. Galactic Saviors is an on-rail shooter ala star-fox kind. Can’t forget a full course Chocobo racing with separate tournaments to enter. Honestly, that one feels like its own game with different races to enter. Heck, there’s even a Wall-E-like Tower defense, but you can input your gambits. I could list extra, but I’ll refrain.

Despite what I said earlier about the padding of both story and optional content. To play devil's advocate against myself I do think on the flip side. The result of engaging with the subsidiary content reveals vital characterization for your companions. I touched on the notion with a machine gun guy. But to expand further without getting into the nitty gritty. If a player finishes all the main story content before moving into a new region and decides to complete remaining the side missions within the area. They are treated to an aftermath of story events prior about my friends. Mostly at the conclusion. Sometimes calling back to familiar NPCs we met and knew about in the past game. Making their presence feel more alive in developing their interpersonal relationships. We also get payoffs on some unanswered inquiries regarding our side-cast in the midpoint. Reveal startling lore bombs on what we know of the planet and as you dove deeper reveal further details. By endgame, I ultimately liked the ambition and deviations shifting outside the norm conceptually and with respect to certain areas to old material in a modern form. But can’t help but think their execution needs work to make it fun and gratifying. If I am treated to a tedious quest design only to reveal a paragraph of lines of development from the main cast to the side cast or vice-versa within the entire product to give me joy. Then I think something needs to change to make the long-term experience enjoyable and not half-and-half.

A triple ‘A’ JRPG remake of this caliber is a sight to behold. However, in my honest opinion, it could be improved a lot. Despite the praise I stated previously, it is not without imperfections. My numerous mixed feelings severely impacted my overall experience to the point I found underneath the splendor lies a stern absence of respecting the player’s time and freedom to participate in its padded nature. A shortage of quality-of-life features like a simple skip minigame(than a reduction in difficulty, from the latest patch) or lessening the involuntary barriers during linear slices. Would’ve done wonders to not forcibly engage with the long dungeons included thereby halting the pacing and breaking the momentum of the plot beats. And an ending I'm frankly disappointed at which I’ll explain more in a separate spoiler link regarding a breakdown why. Though I am glad many enjoyed this title greatly, I can't help but feel wary if I constantly fill the Square Enix’s CBUI heads with clouds of praise without fair critique. That is why I find this title enormously troublesome to rate fairly. After spending weeks bashing my head back and forth, plus reading what my friends had to say and reading those on the other side praising/enjoying/loving everything Rebirth has to offer. I am still shaking my head in distress. Furthermore, I don’t like being baited or teased endlessly, and inside the 2024 title clearly showed plenty. If you’re onboard with that and more such as exploding your suspension of disbelief at times then you will have no problem turning off your brain here. I’m still kinda looking forward to the last entry, but the bigger question I’ve been asking myself is if this remake/re-imagining is something all other companies will take heavy inspiration from and I believe they should for the right reasons. Left unsaid I hope my overall conclusion doesn’t deter the game from prospective buyers. My intention is never to be harsh on a game from which fans adore everything the remake offers. But to inform with evidence what worked well and what didn’t for me. And pray the information helps someone.

5.7/10

Additional Material:
FFVII - Rebirth Ending Analysis - good defense on why this works - ending spoilers
My spoiler thoughts on FFVII Rebirth. Every chapter breakdown - same warning as above

Crunchy and chunky gory aesthetics to match a somewhat derivative DOOM (2016) inspired metal OST and fun weapons to blast away with for about 6ish hours even if the finale is pretty underwhelming. Not my personal favourite in the boomer shooter revival I've played recently but still worthwhile for its Retro fitted visuals and some really fun level design and combat arenas.

Ill prefix before I start that I completed a half finished save file from an old playthrough I started around a year ago. Similar to my Cuphead review im still reviewing it as technically I beat the game this year despite having played a decent chunk a while prior.

Majora's mask is one of my favourite games of all time and if it were not for Red Dead 2 I would have no problems calling it my favourite. I think that not only is it the best game Nintendo have ever made, I believe that they will not make another game that will be as amazing as this in their company lifetime.

The story goes the same way as Links Awakening, featuring none of the recuring things from other Zelda games. No Zelda, No Ganon, No Hyrule and No Triforce. Instead Link is travelling in search of Navi before being cursed by the mischievous skull kid and turned into a Deku scrub. Awaking in the land of Termina where the mysterious Happy Mask Salesman tasks Link with recovering Majora's Mask for him. Simple enough, until you step outside and gaze upwards. With three days on the clock and the moon rapidly falling towards Termina, Link has to race against time. With an already bleak story, pair that with a cast of side characters that each deal with their impending doom in a unique way. Some stay in denial, others run and hide while some just stay to face it. This is the only Zelda game where I will walk around and talk to every NPC every chance I get, just to see if what they say will be different depending on the day. The main meat of the game involves Link traveling to the 4 regions of termina and lifting the curse put over them. Each area features tragic characters like Darmani the Goron, Mikau the Zora and the King of Ikana who's small amount of screen time is so impactful to this games main theme. What I love most about this games general narrative is the air of mystery surrounding it, why are all the characters the same as Ocarina of Time? What exactly is Termina? Who is the Happy Mask Salesman? Things that keep people theorising and talking about this game well into the modern day. It has my favourite atmosphere out of any game I have played, slightly beating Arkham Asylum.

The gameplay changes up a lot of what I found slow about Ocarina. The fast travel is a lot better handled since most side content can be done any time so saving it till after all the fast travel points are unlocked is good move so you can jump around as you wish. The temples are a bit of a drop from Ocarina, I love Woodfall temple and Snowhead temple, I enjoyed Stone tower but Great bay temple isnt great.

A massive part of this game is the time management system. Having to move quickly in order to get to a certain area before you miss it adds urgency to your tasks. The ability to slow down time and skip forward helps a lot and is made more useful on the 3ds version I believe. Pair this with the masks which make for both really fun and useful gameplay objects and great side quests. Some masks may be borderline useless but the quest to get it makes it worth it. The transformation masks are great and getting to play as a Goron is a personal highlight.

Visually it looks the same as Ocarina, which looked amazing in the 3ds remake. No frame or texture issues at all. This game also features my favourite soundtrack of all time. It is heavenly. The music pairs with the atmosphere so well, simple things like the clock town theme speeding up as the days progress, the temple themes each pair with the surroundings extremely well and very few recycled tracks from Ocarina. Please put your music on Spotify Nintendo.

Im honestly surprised that this game turned out as amazing as it did. The history of this game is really interesting to look into. Majoras mask was made with a third of the development team that Ocarina of time had and was crafted in just one year. Which provides an explanation for the recycled character models and repeating day cycle. Due to this Majora's mask feels very compact which I love, nothing is too far out of reach and the map is very easy to traverse.

Now the 3ds remake. I have never played the original game, I once again debated it like I did with Ocarina but decided to go with the 3ds version as its what im more comfortable with. After researching, there seems to be two vaild criticisms, the boss fights having the massive eyes to indicate weak spots and the changes to the Zora controls. Everything else is completely down to nostalgic bias. The small QoL changes the remake made dont drastically change anything about the original. Even the valid criticisms should not attract as much hate as this remake has.

Normally I am fairly safe with my takes but one I will defend no matter what is that Majora's Mask is Nintendo's magnum opus and they never have nor will make a game as good as this ever again. I cannot recommend this enough.


Norco

2022

An interesting experience, but not one that I thoroughly enjoyed or was fully engrossed in all the way through. There are moments of almost Disco Elysium levels of brilliance in the story-telling and writing here, but as it stands, it cannot touch those hallowed peaks quite yet. The minigames are a fun distraction, but the ending was very lacklustre and abrupt, and I felt there were definitely aspects of the world and the characters you meet that could have been more thoroughly explored.

A charming little fan project, nightmare kart looks like a blast. This is the closest we'll get to Bloodborne on PC for the meantime.

Short, sweet, fluid and fun. All I really ask for from an indie title really.

Dome Keeper is a fun challenging survival, resource management, tower defence game. It sees you mining resources under your base and using what’s found to level up defences against waves of enemies or alternatively improving your characters resource gathering abilities.
Something I quickly began to appreciate about Dome Keeper was its freedom of progression. You initially start with 1 base, 1 character, 1 game mode and a handful of difficulties and map sizes. This doubles in size as your progress with each completion granting new game options, towers, and ways to play. I personally loved the desolate atmosphere that the mines and barren planet surface provided with a great OST to top it off.
After unlocking most of the games content there doesn’t seem to be much appeal to keep playing. The concept and gameplay loop is fun but it feels shallow and lacking depth to keep playing. I enjoyed my time with Dome Keeper but once I was done, I haven’t had an urge to go back.

A genuinely magical game that’s kept me thinking about it and will continue having this grip on me for quite some time. Games that utilise the medium to such an extent that their identity hinges on the interactive element being present are some of the most fun ones to let sit with you, and this is one of my favourite instances of it. Return of the Obra Dinn is one of the greatest mystery games I’ve played and a lot of this is owed to the structure of the game, forgoing crafting a mystery specifically designed to surprise the player with its various twists and instead laying it all out bare and forcing you to pick everything apart to fully grasp the finer details of things. The mystery and story themselves are not the important aspects here, it’s just trying to immerse you into the role of a detective without any handholding beyond the bare essentials, and it does so perfectly.

Return of the Obra Dinn is a mystery/puzzle game that revolves around incomplete information and assumption, often leaving little to no definitive evidence and forcing you to jump all around to place with increasingly tenuous lines of logic as you feel yourself going insane. It was quite funny taking a step back after combing through a few scenes in excruciating detail and just thinking “wow, this is deranged” but that’s just how the game is. The player is likely to find all of the story beats of the game rather early on without knowing the fates of the vast majority of the cast, and then the rest of the game boils down to going between the relevant scenes in the game to try and figure out how to deduce some of them, which would seem like an experience that would feel stagnant very quickly, but is saved due to the sense of progression that will take place despite it all just looking like cleanup at first. The progression gates in this game are entirely dependent on and driven by the player, hinging on multiple big realisations on how they need to approach their investigations. This culminates in a deeply rewarding loop of thinking that you’ve hit the logical endpoint of what you achieve on your own, before realising a new detail that leads you down a new line of logic to discover someone, and then applying this newfound understanding of how to figure something out to other characters. A contributing factor to how this is so successful is due to the plethora of approaches that you’re expected to work out, sometimes really being as simple but uncertain feeling as “this guy hangs around this other guy a lot, they’re probably in the same field”.

The way that your answers are confirmed is a clever way of limiting the ability to brute force a lot of puzzle answers as well, since you’ve only got confirmation on whether you’re correct or not once you have 3 correct answers simultaneously written down. While some amount of guesswork was an expected element of this game’s design, by structuring it like this, players are still forced to confidently deduce 2 other people before they can start taking real shots in the dark with incomplete assumptions, solving a problem I’ve seen time and time again in deduction games where people will often resort to total guesswork the moment they’re met with some confusion and uncertainty. The presentation goes a long way in tying everything together as well, being visually striking while having the effect of being simple enough to make the important details easier to pinpoint while simultaneously obscuring everything just enough to invite uncertainty into every observation. I adore whenever a game can keep me thinking for so long after I’m done with it, and I love it even more when it does so through something as esoteric as it is here. Total masterpiece, something new to add to my list of favourites.

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.

The art is cool but the gameplay is not it. Reminds me to that annoying tunnel minigame in Jak 3.

Um bom jogo, que sabe aproveitar bem as mecânicas provenientes de suas inspirações, entregando o suficiente para divertir quem gosta de jogos stealth!

Mas se for jogar, tenha em mente que é um jogo indie bem curto, e pode ter alguma "fricção", especialmente se você quiser executar o máximo possível na maneira furtiva, sem apelar para a utilização de sua munição limitada.

Never thought I'd see the day where Alpha Protocol would escape rights hell and reemerge available to legally obtain once more. I already had an old Steam copy long before the delisting happened, but I was quick to double-dip on GOG to show my support once I heard the news and it also gave me a good reason to replay the game after my last one quite some time ago. AP still holds up for me as one of my favorite games, flaws and all, though said flaws definitely are rather over-exaggerated I feel; it really isn’t that especially janky or buggy when it comes to ambitious WRPGs.

When I first completed AP more than a decade ago I was a bit lukewarm on it, I enjoyed it enough but some of the fights frustrated me, having not fully understood how to best utilize the builds and how to break the combat. Replaying the game not long after transformed it into one of my favorite games, because through that replay I realized how genuinely reactive AP was and how unrivaled it was and still is in this regard, nearly fifteen years on. While Bioware at the time was touting how Mass Effect was going to take all your choices into account, which they would inevitably flounder on that promise in the end, Obsidian quietly fulfilled that promise in reactivity with AP. ME was obviously a much taller order, being a trilogy and all, but Obsidian did the smart thing of just having AP be a standalone game which allowed easier and greater reactivity; and boy does this game have layers. There's so much to uncover depending how much you explore and your relationships with the characters. Finding dossiers on characters and factions have real tangible effects on the game. This information could also lead to very different outcomes and even a unique mission or two. Alpha Protocol’s dialogue system is a more fleshed out expansion of Mass Effect’s Paragon/Renegade dialogue system with three personality styles based off popular spy characters; Professional (Jason Bourne, this one being the more heroic one on average, as much as a black ops fed agent can be anyway), Suave, (James Bond, though like the biggest dudebro version of Bond ever who has got all the smarm and verbal sexual harassment but none of the class) and Aggressive. (Jack Bauer, complete aggro asshole who shoots first and asks questions never) There is some more nuance to these personalities so they don’t always adhere to that mold strictly and characters respond differently to which approach you take with them and the game encourages a varied approach because of that. The dialogue system is also a precursor to the Telltale formula, as you are timed in your responses unlike in Bioware RPGs of the time. The dialogue system is the best part of the game mechanically, really mastering what Bioware was working on at the time. Being able to use information you gleaned from dossiers in dialogue is also real cool and characters will even compliment on how prepared you are.

The gameplay outside dialogue is kinda jank though, but honestly isn't notably so compared to other WRPGs of the era. Like the pre-EA buyout Bioware games of the 2000’s and Mass Effect 1 didn't have great combat either, for example. And if people can forgive the sheer mess of Vampire: The Masquerade Bloodlines (I'm among them) AP can be forgiven too. The biggest FYIs I'd give when it comes to the combat is that the game demands that you need to wait for the reticle of the guns to tighten up in order to consistently hit enemies and that stealth is primarily used as a combat option, a very good one as you level it up more, but not as a means to ghost through the game. You can avoid combat with stealth but the game still throws a bunch of fights at you that you can't avoid, namely the boss fights. Stealth in AP is more meant to be used to become an invisible punch-ghost who throat chops everyone in the room. Combat can be rather fun though, mainly in that most of the stat branches are busted once you start getting midway through the tree. Pistols are the biggest example as Chain Shot is an amazing ability that practically deletes every boss in the game with just the second upgrade of it. Martial Arts is also a fun ability as you can give enemies a flying knee to the face to knock them on their ass and finish them off with a stomp. Also you should put like two points into Sabotage so it makes the hacking mini-games easier or you can just bypass them with EMPs, they get rather rough as the game goes on, though hitting alarms isn’t that big of a deal as the only penalty is that enemies in the area are alerted to you, its not like MGS where they can spawn in.

Narratively, I do think the game is quite good with more depth than you would initially think. AP's tone is actually kind of all over the place, but I think it still works despite any hiccups; it actually ends up being this odd combination of genuine spy thriller that dabbles in some rather bold political themes for a mainstream video game, mainly it how the game has such as an utterly dim view of American empire and the military industrial complex, but it’s also essentially an almost parodic pastiche of the genre, letting you be a big juvenile power fantasy fairly straight most of the time where you can bang most of the female cast while making snarky one-liners and fight a Russian mobster and full time Tony Montana cosplayer who gets superpowers from snorting coke. The game can be quite funny too, manly with how Thorton is just such a big asshole; though it definitely falls into some cringe outdated 2000’s jokes at times, mainly when it comes to Suave Thorton being a creep. When it comes to the serious themes, in contrast, one example is how the Islamic terrorist leader set up as the initial antagonist is actually a man who honors his word; he has a whole bunch of innocent blood on his hands but he's still a lesser evil compared to, as well as being a mere pawn to, the grand web of global capital and American empire. American intelligence, the so called "good guys" are actually a den of sociopaths who number crunch death tolls to determine acceptable losses for American interests, dipshit nepo babies, and patriotic dupes unwittingly giving their service to a military industrial machine that will easy discard them without a second thought. The corporations are the actual masters of the American state and they use global politics as their playground just to make Number go up. Even though I really wouldn't call the game leftist, that's more for the Obsidian games Josh Sawyer directed, the game still has a rather keen awareness of American imperial megalomania for a 2010 video game and one of my favorite examples of this is a dossier that reveals that one of the previous names for Alpha Protocol was Deus Vult.

When it comes to the cast I think AP’s is neat. They aren’t as fleshed out as say, the Mass Effect crew, and they can be rather standard spy story clichés like SIE for example, who’s the big German femme fatale who likes violence and Thorton being aggro with her, but there’s always usually something more about them beneath the surface that you can uncover and figuring out what response they’d approve of is fun. You can also totally just piss them off too and the game even rewards you for it just like it would if they liked you. One of my favorites among the cast is Conrad Marburg, who I think is one of the best video game antagonists because he is still the only video game villain who actually takes into account how you've played the game up until the point you first meet him and he will know if you’re just trying to manipulate him by getting under his skin. Speaking of villains, AP also has my favorite evil ending in a game because you can just win over all the people working under the main villain and just take his place, to do so requires some thought and not going the standard stupid evil path of just killing everyone, though you can actually kill pretty much the entirety of the named cast if you want! That’s why this game’s the GOAT, it is truly is one of the most reactive games I have ever played.

In conclusion if you have any interest in game reactivity and player choice and don’t mind a bit of WRPG jank I really do recommend playing AP as it is still one of the shining stars, even over a decade later. It sucks we never got a sequel or spiritual successor that ironed out the game’s flaws but I’m just real glad people can experience this game again because it still holds up.

Children Of The Sun is a highly stylised puzzle shooter that takes the bullet time moments from Sniper Elite and develops the idea into a full game. Most levels consist of scouting the location and marking enemies before executing a Wanted style bullet bending blood bath.

The story is one of revenge that sees the protagonist taking her anger out on a cult that left her family in ruin and death. Children Of The Sun presents its story via brief comic style cutscenes providing short insights into the history of the main character and their relationship to the cult. Most levels are separate from the story and just see you taking down stronger and stronger outpost as you get ever closer to the cult leader. Occasionally however there will be a level that directly progress the story but these are few and far between and only near the end of the game.

Gameplay wise Children Of The Sun strives to take a small idea and stretches it as far as creatively possible. This leads to some fun and unique concepts that don't overstay their welcome. With the core mechanic being bullet time this idea develops and introduces bullet redirection, slow-mo and high caliber speed to tackle a variety of different enemy types and scenarios. Latter gameplay becomes more of a puzzle game as you try to solve who to kill first and who to keep alive for a latter redirection. I did find this to become quite tedious in particularly the last 2 levels as I got relative stuck for extended periods of time due to either poor puzzle execution or long distance aim (I was playing on my Steam Deck and may have had better luck with a mouse).
One of the biggest drawbacks I found was the mini games that were randomly thrown in. These were not good and felt really out of place. Thankfully there wasn't many and only 1 was particularly difficult, but I feel it would have been a better experience with the removed completely.

The mood and atmosphere for Children Of The Sun is great and can be particularly satisfying at times. However there doesn't seem to be much keeping me engaged. You can battle other players for a high score but apart from that Children Of The Sun feels very one and done.