39 reviews liked by WallsyBanger


This is it. This is the one.

Pokemon romhacks are omnipresent. There are at least 150 on Backloggd and over 1000 on PokeHarbor. Most often, fangames attempt huge changes to their base games, sometimes creating an entirely new adventure, but the three versions of Shin Pokemon are much more restrained, focusing instead on surgical alterations to Gen I that largely maintain the original experience as opposed to supplanting it.

This has been attempted before, most notably with Pokemon Red++, but even that sought to modernize Gen I. There's obviously nothing wrong with that, but Shin Pokemon isn't interested in adding abilities, held items, or new evolutions. Rather, it's all about making the definitive Gen I experience.

The full list of changes can be found here, so I'm just going to go over the major selling points. A toggleable Hard Mode means the trainers actually make intelligent decisions now. Unless you overlevel, you can't just spam attacks and expect to win. Speaking of overlevelling, there are fantastic options that allow customization of your game, including auto-trainer level scaling, trainer team randomization (which does not affect key battles such as gym leaders), and wild encounter randomization. What's key about this is that it's not your standard randomizer, you're not going to run into a Mew on Route 2. Instead, Pokemon are swapped with a comparable counterpart with similar stats and evolution status. For example, between Pallet Town and Viridian City, the Pidgeys and Rattatas in my game were replaced with Vulpixes and Mankeys. The randomization is consistent, tied to your save file so it's not constantly shuffling. This kind of replacement creates an engaging remix of Gen I while still feeling more like an official release than a wacky hack. Now this does mean that sometimes you'll fish up a Charmander with a Super Rod, but all in all I thought it was very well-implemented.

The Select button gets a lot more to do here, showing an extra options menu (where you can turn Hard mode, better trainer AI, obedience level caps, and Nuzlocke mode on and off), swapping between a second inventory (THIS IS HUGE!!), auto-selecting HM moves, and, when combined with another button like a hotkey), using your bike or rod without requiring any menu navigation. You can also hold B to run, doubling your speed, but this also works while surfing AND while biking! This is arguably my favorite improvement, as it's become second nature to increase the speed of Pokemon games ever since the Dodrio Mode in Pokemon Stadium's Game Boy Tower. What I always disliked about that, however, was mangling the god-tier OST. With the ability to run and to bike at 2x speed, I felt no need to rush any more than that. This is the ideal speed for Gen I, they absolutely nailed it.

Moves get a little bit of a makeover here, but nothing crazy. The most critical change here is that outside of a Pokemon's 4 move slots, a fifth "Field Move" slot has been created, allowing a Pokemon to learn a single HM for overworld use only. I LOVE not having to sacrifice an attack slot for Cut, this is an incredible inclusion. Beyond that, moves in-battle are more repaired than revised. Focus Energy and Rage actually do what they're supposed to, multi-turn attacks like Wrap and Fire Spin telegraph the final turn and allow switching out in order to avoid infinite trapping, though the game also allows running from a trainer battle (counts as blacking out) if you legitimately get stuck.

There are a couple of new features added, but they're tastefully done and don't drastically affect the original experience. If you're interested, I'd highly recommend reading through the full breakdown of alterations and giving the game a shot. This is the most I've enjoyed Gen I since the Game Boy days, and it deserves all the attention and praise it can get.

I think it's time for a critical re-examination of Banjo-Kazooie: Nuts & Bolts.

Stray

2022

Okay. There's some stuff here that doesn't work. Some of the most basic interactions feel awkward, including initiating dialogue with NPCs. I didn't feel the sense of freedom that I wanted to, being guided by on-screen button prompts constantly, and only able to move about in a way that assisted the set pieces of the campaign.

And yes still, despite this, I adored my time with Stray. The sheer vibrancy in its setting alone was worth the modest playtime needed to complete its story, and the intriguing dystopian plot did plenty to keep me wondering what had led this world to be in the state it was in.

Stray is a decent enough game, but it's a wonderful audiovisual experience.

my girlfriend started ugly crying at the end, not from sadness or because of how cute it was, but with laughter directed at the emotionless low-poly daughter

This is definitely a small masterpiece. It was confusing in some parts, but I enjoyed it so much and I wish there were similar games.

Actually, let this game stay unique. I don't want other games like this. Just erase my memory so I can play it again.

Ultimate Communism Builder. When we say ACAB we do NOT include Kim Kitsuragi.

Bless this game.

better hades than hades from hades

yo they just fixed botw's story ᵇᵘᵗ ᵃˡˢᵒ ᵐᵃᵈᵉ ᶦᵗ ᵛᵉʳʸ ᵃⁿᶦᵐᵉ ᵃⁿᵈ ʰᵃᵖᵖʸ ʷʰᶦᶜʰ ᶦˢ ᵃ ᶜʰᵒᶦᶜᵉ

This game is an absolute treat. If you haven't heard of it, because not many people have, it's a game by the creator of Papers Please where you investigate the mystery of the Obra Dinn, an East India Company ship where all hands were lost at sea. You have a list of the crew, a few photos, and have to piece together who is who and how they died by traveling back to the moment of their death using a magical watch. Since people don't usually shout their names, what killed them, and who all the observers are from left to right, you have to use everything from uniforms to marks on the wall to make your deductions. The amount of clues and the cleverness of their placement is jaw dropping, and even minor crew members usually a solid clue to go off. The problem is it's "usually" instead of "always". While I didn't have to check a guide, I tallied up my solutions and only 3/4ths were done with direct deduction, and the rest were "I know your position or your race, and I'm sure of a few other people, so I'll just swap the information around until the game clicks into place". The game won't let you guess everyone, as you need to solve three at a time for the entries to lock into your solution notebook, but it's also loose enough to suggest the game is fully aware that some clues are way too hidden away and a couple characters are too ambiguous to be decisive until the end. The game's pacing certainly doesn't help, as you're forced to experience every memory before you're able to freely investigate. The other black mark on the game is its interface, presented as a book you're writing notes in. It's such a clunky way to navigate information that it feels like you're solving a rubik's cube with your elbows, and it took me a couple hours before I really understood how to navigate it. Even with the issues though, I love this game so much. It trusts players to be smart to a very gratifying degree, and I felt genuinely accomplished when I sorted out the mystery of the ship and each individual crewman. Absolutely play this game if you're even a little interested. It took me 7 hours to finish and it was so gripping I did it in one day. Really. Play it.