Bio
► she/her • transgender 🏳️‍⚧️ ◄ Recipient of professional help. ⋆ Lover of graphic novels, trading cards, pixel art, and the GameCube!
Personal Ratings
1★
5★

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3 Years of Service

Being part of the Backloggd community for 3 years

004

Total Games Played

000

Played in 2024

000

Games Backloggd


Recently Played See More

Mega Man Battle Network 3
Mega Man Battle Network 3

May 02

Tasomachi: Behind the Twilight
Tasomachi: Behind the Twilight

Apr 16

Celeste
Celeste

Apr 08

Recently Reviewed See More

This review contains spoilers

As a kid, I loved playing Battle Networks 4 through 6. I have such fond memories of the game, mostly for the combat. I love it! The combat is a lot of fun - although definitely challenging. I wanted to take a trip to the past and play Battle Network 3 as I knew it had a lot of critical acclaim, so I gave it a shot.

I was pleasantly surprised with the depth of the story at times; it felt like there were a lot of moments or story beats I wouldn't necessarily expect out of a game on the GBA. For instance, Lan's episode of depression after realizing he helped the villains, or the reveal that Mamoru is the Undernet admin. So kudos to Capcom for the story in this one, I enjoyed it.

What I didn't enjoy is the amount of traveling and fetch quests and pointless backtracking in this game. One area where it's most evident is the final stretch leading up to Alpha, when you have to go through the Comps at Wily Castle to defeat all the previous bosses. Having a Boss Rush to build up to Bass and Alpha is a really cool idea, but the execution is so annoying - not because of the Bosses themselves, but because of the levels in between. I didn't want to play them, and the fact that you're maneuvering around devices that basically just send you back and make you re-do the area, walk more in the Cyberworld, etc., is obnoxious because walking around is the worst part of the game. It's not fun. Why is it so emphasized? Sure, you need to get from point A to point B in almost any game, but the amount of running around they make you do in this game is a noticeable detriment to the playthrough in my opinion.

There are also random difficulty spikes where the game just says, "You got here, now fuck you, you lose." One time I noticed this was when I was proceeding up the ranks of the Undernet. Some of those battles against random Navis felt harder to me than the Bass battle at the end of the game. It felt like there were some assortments of viruses that were just near impossible to dodge the attacks of, and if you didn't get lucky with your RNG for the chips you get at the start, you were screwed. I didn't enjoy that aspect of the game, either. It didn't feel like it consistently ramped up, which is what I'd want from an RPG. Pokemon always does it well, considering it uses Levels and stats to ensure numerically that the Elite Four is harder than a mid-tier gym leader battle, for example.

Overall, I'm happy I played this game, but I'm not thrilled with the game itself, if that makes sense.

TASOMACHI: Behind the Twilight is a fun little puzzle platformer that never quite takes its' mechanics as far as it could go. A level editor and Steam Community Workshop would do wonders for this game, but as of now, it's a collect-a-thon (not that that's implicitly a bad thing) with little soul or meat on its bones. I want to like TASOMACHI, and I do like it; but I don't love it.

I need it like I need a gaping head wound. Why do I keep coming back?