2346 reviews liked by TransWitchSammy


Back on my bullshit again, it seems...

I have a kinda weird relationship with this game. I love it a lot, but I consider it to be a weaker entry in the series. I just have tons of little issues. The huge amount of tutorials, the annoying roadblocks, the fact that there's almost too many moves you can do. Just lots of minor annoyances. Doesn't help that this was my first time playing a THPS game on the GameCube, which that d-pad was not made for games like this.

But... despite all that, I really love the Ethos of this game. It almost feels like the most Authentically Punk game in the series! Yes, some of the crude 2000s humor is an eyeroll, but the rags-to-riches story is really endearing with some fun characters and plays around with the history of the sport in an interesting way. Plus, it's still a Tony Hawk game! It's tons of fun! These levels are top notch. Sure it's not a true open world, but I respect the ambition a ton.

Overall, it's hard for me not to love a game in this series. The only Neversoft one I don't love is Proving Ground. So even a weaker Tony Hawk game still fucking rules.

I think they should have kept Max's ridiculous slow-mo reload twirl from here in Max Payne 3. It would contrast nicely against the extremely detailed renderings of entrance/exit wounds and lighten the mood. The fact that he doesn't even have the whimsy to do it in that game really does illustrate that even when we see him here there's still hope in his heart. You can always fall farther

" Alright we're in charge of localizing this, what's the story like again? "

" The world in the near future reached such a stage of late unregulated liberalism that 2 companies have more power than every other nation combined, and they declare war against one another because they would rather destroy half the world than not have a total market monopoly. "

" Hmmm how about we change that so that capitalism is good actually and there's a shadow government manipulating those companies who are innocenet and don't know any better (also their leader is named Aurora, thats important), and when you beat them... you achieve eternal world peace? "

" Sure. "

Watching in abject horror as the Professor - who is a college educated man - climbs several tetrominoes to wedge his greasy little body between an L piece and a descending ceiling of spikes. He's dead! The Professor is dead and I couldn't stop it!!

Those who know me outside of this site understand how much I love Tetris, because I've subjected all of them to an absolute throttling in Tetris Battle Gaiden at least once. We simply can't be friends until I've copied a well full of blown apart junk, faxed it to you, and established Total Tetris Domination. Recounting my ill-deeds may not be enough to convince anyone passing by this review of my qualifications, but those of you who've been placed under the heel of Ninja Kid will hopefully trust me when I say Tetris Plus is kind of a crummy game.

Tetris Plus' main attraction is its puzzle mode, which presents the player with partially filled well that must be cleared so the Professor can escape. The Professor is under constant threat of a collapsing ceiling that progressively restricts the play space, and seeing as he has a tendency to climb blocks in front of him, the player needs to be mindful of how high up they're building their tetromino to ensure he doesn't get crushed while factoring what pieces are needed to open a path to the bottom of the well.

Despite being billed as a puzzle mode, the random nature of tetromino drops makes it more of a scramble to do the best with what you have, which I could deal with if not for the fact that Tetris Plus leans towards the GameBoy end of the spectrum and frequently puts the player into block droughts. You can't hold pieces either, so you might find yourself stuck stacking tetrominoes straight up to burn pieces and hoping to hell the Professor doesn't shimmy up them towards oblivion. Basic tetromino movement and spinning also feels clunky, and feedback when connecting pieces and clearing lines is just a little too limp to be satisfying.

Sure, the basic Tetris mode is perfectly serviceable, but there's so many better Tetris games out there that I see little reason to pick up Tetris Plus unless you want to dive into its more unique features, which I feel are poorly executed. If someone tells you that you should play Tetris Plus, watch out, it's probably the Professor and he wants to die.

Yeah, it's good. I love the characters and the little world it builds for itself. There's a very somber yet comforting feel to it all, especially the Refuge, my favorite part of the game. I also found that it handles its metanarrative elements with much more tact and grace than other similar indie games of the time, such as, say, Stanley Parable with its pompousness, or DDLC with its banality and overall shit quality. I'm glad to find something that gets these things right every once in a while, at least in my own eyes.

Knocked this out in roughly 5 hours total while waiting for my Twitter account to get unlocked. Not a long game at all, would definitely recommend giving it a try, especially for fans of other RPG Maker titles.

At the end of the day the real PS1 mascot was never Crash, Spyro, Klonoa or PaRappa... its the parachuting kiwi bird from Jumping Flash 2.

Wow, it's the first game I ever worked on professionally! I'm marking this game as "mastered" considering I spent 2 years of my life working on it.

Look, there are other former Volition coworkers of mine that have guested on podcasts and talked about some of the issues this game's development went through. This game was supposed to be doing a lot more, originally. The ideas were too lofty to be pulled off by a team of Volition's size, poor management and meddling from the publisher damaged team morale, and a whole host of other things contributed to the poor final product.

The game was originally more of a loot-based, co-op action RPG with three open world cities that would update over time. The map updates were kind of like Fortnite's, but smaller and on a more frequent basis. New events would happen every so often that featured community goals, the kind you currently see happening in Helldivers 2. The ideas were neat, but it all felt very pie-in-the-sky.

The newly updated engine and tools Volition was using at the time were designed with this original game in mind... which means the tools needed to make a single player open world game with linear missions did not really exist. There were no cinematics tools and no tools for linear, checkpointed missions. So that's why the game launched with a shitload of bugs that would break mission progression.

Also here's a nitpick I have with the game that no one has ever pointed out. There are multiple areas in the game where way more scientist NPCs spawn than any other type and it's really jarring. Also all of the civilian NPCs look like they were built on a slightly different scale than the player characters. All of the civilians are kind of tiny looking, even when put next to the playable characters that are also on the small side.

I'm in love with the way EO leverages the DS to digitize manual mapping. absolutely wonderful, beautiful stuff that captures the spirit of the genre a billion million zillion times better than any automap ever could. in a perfect world this would've heralded imitative ports of every drpg under the sun, and all of them would've been strong contenders for the best versions by default. unfortunately we live in the eternal piss and shit dimension so I'm doomed to pout about the missed opportunity for the rest of my life

as for the rest: game's like one of those images where either you see the old crone or the smokin hot babe; the lamp or the smoking hot babe; the white and gold dress or the smokin hot babe. you know?

from what I gather if you're coming at it from an EO perspective this thing feels like it was coded straight into zhoukoudian limestone by the peking man. folks act like it's the dustiest, crustiest, most satanic verses ass antipathetic crawler ever made. they're out here throwing blankets over their ds at night like a furby to stop it from talking backwards and shit

but if you're coming at it from a broader drpg ("blobbers" if ya nasty) perspective it's almost the complete opposite: decidedly modern, breezy, and accommodating; its push toward transparency, telegraphs, and convenience at odds with the core tension loop pre-bradley wizardry clones fundamentally rely on

I fall into the second category and found most of this to be pretty dry. by the time I hit the 5th Stratum I was approaching vegetative status, zoning out and mashing A with one hand while reading scandalous celebrity gossip on my phone in the other. hovering out of body, well above the dungeon rather than being subsumed by it; existing outside of stress, anxiety, and uneasy decision making. EO just doesn't got the stomach to wrench your guts around, put you on the perpetual backstep, or fill the role of derelict steward the way the most successful clones do

which is fine! I like most of the experimentation here in isolation; there's a dialogue happening that's a lot more interesting than reheating 1980-1988 endlessly. the deterministic angle opens up a lot of unique design avenues; character building could easily swerve toward embracing shortform tactics over longform attrition; and moments like B20F show that FOEs can be more than softball fodder goin woop woop woop in a 3x3 grid. there's a lot to be excited about, it just needs to be contextualized in ways that flatter rather than compromise

more than anything EO needs to stop being uncomfortable in borrowed skin and start being comfortable in its own. no reason to be another mediocre wizardry when it could be a great etrian odyssey 🌈 ⭐❤️

Prey

2006

Jumped right into this one and been wanting to play more of the older FPS games since I never were into them when I was younger. I wanted to jump into this before I played the 2017 PREY to get the full experience. The little details were so damn cool and definitely ahead of its time with its portal-esque approach to certain areas and its take on when you die you can fight back for your life in the realm of the ancients. Some stuff I was very shocked to see in terms of violence as well. The story was not too crazy, but was really fun and addictive with getting the different weapons and reminded me a lot of DOOM 3 with the lighting and gameplay style. Definitely liked this way more though (I'm not a DOOM 3 hater I swear!). Tommy was a pretty cool main character for the time and his dialogue at sometimes caught me off guard and was killing me like killing one of the crazy people and telling them "sorry bro, its better this way" lmao. I'm glad I dove into this one and helped me get out of the nongaming rut I have been in the past few weeks. Check it out if you wanna play more of the older FPS and this is certainly underrated in my opinion. Even checked out the Prey 2 E3 trailer and gameplay! Can't wait to check out that one right guys?!

It's fine.

When folks decry Super for being a blasphemous take on the tried-and-true formula of Classicvania with it's eight-directional whipping, they're absolutely justified in their thought. It takes away the strategical element that made us love the thinking person's aspect behind the careful movement. An entire sub-system becomes a complete afterthought, with them only being convenient at hyper-specific instances rather than something that was there to truly compliment our whipping prowess to help with entire courses and encounters. Taking a death becomes less threatening as losing a sub-weapon essentially turns into a very minor slap on the wrist at worst, as an empty sub-weapon box may as well had been what it felt like the entire time we had been playing.

It's an ordeal that can't be simply ignored in a self-imposed challenge like the charged mega buster in every NES era Mega Man past the third game, and you're left with Simon being able to skillfully twirl his whip better than any other Belmont before or after him. Perhaps Simon was always meant to be presented as the most headstrong and bullish of the family? Characterization through mechanics? It remains to be seen if that was the intent, or if it was supposed to be an "evolution". An evolution that no doubt would've made this entry an even bigger target of contempt, especially if the stage design would continue to fail to compliment the new system beyond smattering a few bats flying down from odd angles, and if we could still easily thwart Axe Armors from below the floor they're standing on. Luckily for all of us however, this would be the only time such a new take would be used, and instead of being a deplorable turning point for the series, it is in fact unique and now it's own experience.

A retelling of the original that shows Simon's entire journey from beyond Devil's Castle, braving the horrors that crept from the onset of the horrid manifestation of Dracula's power within what was once a peaceful forest accompanied by strings of a violin within a purple and grey console. A walk through the caves with beautiful woodwind arrangements, and mesmerizing illusions brought upon by the seventh mode conjured by unknown forces presumably under the control of the dark lord himself. The approach to familiar scenery from the beginning of our original story of the legendary quest partnered by intimidating percussion for nightmares to come. We make our way through the retold portions of Simon's tale, and upon completion hear echoes of our past one last time before we must move on to beginnings of a new generation. The slow haunting keys of an organ cue the entry of Dracula to the main stage. Simon's Theme of which signaled the entrance of the hero at the very start, returns once again at the final moment the Count is nearing his defeat to build the audience's tension to the epic conclusion of the adventure. The orchestra plays to the agonizing death of the villain, and rings in daylight's victory over the darkness.

The fabled saga, retold and reimagined with added flare of chilling drama and suspense. Not to replace the original, but to remember it through a more cinematic lens. Forever immortal.