Probably my favorite game of all-time. I love everything about it from top to bottom. My cousin and I rented this from Blockbuster during a sleepover when I was barely a teenager. I had no context for anything, so I remember "Raccoon City" and "Umbrella" making me laugh. The giggles melted away and turned into abject terror. They thrust you into the thick of it with no explanation of the controls or anything. I love it. And the jump scares had me literally jumping from a sitting position. Made a serious impression.

The police station has got to be my favorite locale in all of gaming. If you built it in real-life, I could navigate it with my eyes closed. The music is soo haunting. Of course I mean the save room theme (GOAT) and the Main Hall. The atmosphere is perfect and ludicrous. An art museum turned into a police station mid-apocalypse. Bro WHAT?!

OH GOD, the dialogueee. It's a MAJOR step up from the first game, but it still feels like a B-movie, which I objectively love. Especially Robert Kendo. "I ain't got no clue, darlin'!" YO LMFAO

Nothing sparks joy for me like this. I distinctly remember walking a mile or two downtown to the old comic/games shop and dropping $20 I earned mowing grass for my Nintendo 64 copy. I have an original promo poster, at least three copies of the game, and a framed vinyl record of the OST. GOAT.

If you grew up with this game, then my experience is gonna be really familiar to you, I think.

My friend and I pooled our allowances and split the cost on an OG Xbox from a local comic book shop in the early 00's. The first games that hooked us were Dead or Alive 3 and Halo: Combat Evolved.

Halo is pure fun to me. I think the level design is brilliant, granted a little repetitive in places. I can picture the Pillar of Autumn, Halo, Truth and Reconciliation, the Silent Cartographer WHAT?! bro, these all feel so ICONIC to me. (Do notice this is the first half of the game. There is a noticeable drop-off around the middle. And The Library is genuinely horrible) The amount of hours I spent perfecting my paths and strategies through these are incalculable. What new thing can I even say? Everyone knows the music is incredible, how intuitive the controls and gameplay are, the fantastic plot, and memorable characters. As good as all of that is, it's the couch co-op multiplayer that sealed the deal forever.

And that's what made the experience, right? The friends who came over to play. Every Friday, we'd all get together after school and play Slayer, magnums, no shields, for hours and hours. This game was the binding glue to my longest and dearest friendships.

There will never be a time where I don't feel immense love and gratitude for this game and its developers.

No game looked like this in 2001. You'd still struggle to this day to find a game that has a better atmosphere and ambiance. Unless you're looking at the new REmakes or Bloodborne or something, it's not even close. If I'm ever a billionaire for whatever dumb reason never, I'd spend all of my fortune paying contractors to replicate this mansion for me to live in. With full-time employees dressed as zombies idgaf

Old-school Resident Evil polished to a transcendent shine. This is the formula perfected. The only thing that could make this game more perfecter is if you included an optional audio track for the original voice acting.

It is crafted to be fun. To make every encounter a literal jungle gym of death and dismemberment. Every gun has its place and purpose and serves the fun of the game in it's own way. The Super Shotgun/Grapple hook combo is one of the best weapons in gaming history, no exaggeration. Blowing chunks out of demons is primally satisfying. The story is there, if you want it, but every hand that touched this game knows it plays second satanic fiddle to gameplay. Traversal during combat burns the pace into your mind with it's unceasing and boundless spontaneity.

I have three complaints.

It starts to feel bloated around 3/4s through. Taras Nabad, notably.

Sometimes the platforming sections got really annoying.

I am not the biggest fan of death metal and it rarely ever stops. I wish they had leaned heavier into the original synth-heavy Doom OST instead of the mind-numbing guitar, but, hey, horses for courses.

I got it on mega-sale and it was damn worth it. Ran mostly well on the Switch (one crash?). I wish I (and I assume we) didn't have such a massive backlog and catalogue because this one implores mastery. I can only imagine what a pro speedrunner looks like. Probably the seraphim himself.

Alright, personal context for my review, I LOVE Resident Evil. It's my jam. I'll play whatever ridiculous mainline title they throw at us. I don't care. But, I have my preferences and biases. The original, fixed-camera, tank-controls will always be my favorites. And, to further my point, I've always loved horror movies that are just clearly bad films. Awful acting, terrible special effects, ridiculous killers or monsters. That's the height of cinema for me. And those are the original Resident Evil games up and down, through and through.

Resident Evil 4 has always stood out like a sore thumb to me. As it should. It was groundbreaking; it's an objective classic; it was the shock-to-the-chest the series needed for people, other than the diehards, to be interested. But, not so much for me. I recognize the series could have gone under without it. It's a fantastic game, but it was such a pivot from what I knew and loved that it broke my heart a little. I don't even have many complaints about the game itself other than, "this isn't really what I wanted, but thank you". But, it worked.

I watched some of Crowbcat's Youtube video comparing the OG and the Remake. I like the guy, but it seems he has a vested interest in tearing down newer games, often deservedly so, in favor of nostalgia while ignoring antiquated mechanics and QoL improvements. But, his video pointed out to me just how amazing the art direction of the original is. It's picturesque. Every frame looks like it could be a postcard. Working within the Gamecubes limitations and not having prerendered backgrounds to lean on must have been such a battle. But they did SO much with so little. While not overflowing with minute details like the newer titles, they opted for gorgeous composition of their set pieces and it makes the game infinitely more memorable. Every tree branch and lightning flash seems meticulously placed. Every grotesquerie is painted amongst its setting in stark contrast to an otherwise peaceful village. It all just stands out so easily. Not only that, but the music, the ambient background sounds, the sfx, the characters (down to the most insignificant villager "UN FORASTERO"), the locales: they are all amazing and burned into my brain in the best way. It all works with the perspective change, the new maneuverability, the absence of lock-on aiming, and the action. And here is where my personal gripes begin.

I never wanted "more action" out of an RE game. I never minded the interconnected item boxes or expendable ink ribbons or unpredictable angle changes or the desperate search for another box of ammo hidden away in the environment. I always loved the horror, the tension, the slow and purposeful gameplay and the obtuse puzzle-solving. It always gave me the feeling that I was in a horrible place where I didn't belong and I was not safe and I needed to escape immediately. I like being scared to death by media and it seemed like all that went away as soon as 4 came out. And I have never stopped resenting it for that reason. The new direction of the series put me off of it for years. I kinda hate 5 and everyone hates 6. And 7 and Village don't do much for me either.

Not only did I lose the gameplay that I liked, I lost the tone and setting as well. I mentioned awful horror movies earlier. If you're a fan of B-movies like I am, you know there is a HUGE difference between a movie that is not aware it's bad and trying hard to be really good, like The Room, opposed to something like, Cocaine Bear. A movie that KNOWS it's fucking stupid and leans into that, but loses everything endearing about it with its self-awareness. Now there are cues for laughter and any custom fun I can make with my friends is gone. There will never again be a RE1 Barry Burton or RE2 Robert Kendo. It'll always be a Salazar or whatever the fish guys name is from Village. "We know this is ludicrous, that's funny, right?" Ugh, I guess.

The game holds up to this day, except the dumb QTEs plaguing every bit of gameplay. There's a million admirable qualities about it, but it was a death knell for something I loved. You took a man with a polygon'd face, bizarre hand-gestures, and inexplicable speech cadence and put a pillow over his mouth and suffocated him in front of me to rousing applause. Yeah, it was a good show, but something unique died and I miss it terribly.

If you've never played RE4, ignore my self-pitying whining and go love it. Be free, little bird. You would probably find the ones I love unplayable and boring and I accept that.

I'm gonna say this right off the bat. I am guaranteeing that I am going to come back and revise this review with subsequent playthroughs. As it stands, this is my first foray into this and my feelings upon completion.

I've been playing RE since I was 12. Like...Nintendo 64 RE2. Dreamcast CV. I reserved the original RE4 at Gamestop and I still have the included art cel to prove it. (Check out my whining, pining review of that one, if you like.) Point being, I like to think I'm suited to review an RE game.

I have no idea what it would be like to approach this game with fresh eyes, having never played another RE. It's always going to be a comparison situation to me. "How does this stack up against the PS1 trilogy? The OG RE4? The Ethan Winters'? The other Remakes?" I will say that I was impressed by this game and I had some fun. But, I am still not convinced this needed to exist. Here's why.

If you don't know the impact of the original RE4, I'll try and sum it up. The classic gameplay style was floundering and affecting the reception of the series. Reviewers felt that it was outdated. By the time Resident Evil Zero came out, consumers and journalists alike thought the formula had grown stale. The series needed a revamp into the modern age immediately and Resident Evil 4 did just that. It changed Resident Evil and gaming in general forever. New movement speed, inventory, perspective, gameplay. It was all completely new and it was a smash hit. That was needed. A radical change, whether I like to admit it or not, was what was good for Resident Evil in the long-term.

This is not a radical change. This has all of the elements of the original with none of the originality. I know this is coming off aggressive, but hear me out. Resident Evil is defined by its movements. The fixed camera angles of 1-2-3, then the third-person key change of 4-5-6, yet another perspective change into first-person with 7 and 8, and now the modern remakes 2, 3, and 4. What made the Resident Evil 2 remake SO effective was its faithfulness to its claustrophobic setting juxtaposed with its movement speed. It works. It's different from the original RE2, but it captured that same feeling of a close escape and lurking doom. Say what you want about RE3, but I also think they did this effectively. The game is slightly more action-oriented, but that is compensated for by the dodge roll. It is a proper and equal ebb and flow. I think RE3 overall wasn't the best remake, but it was an attempt to take something overtly antiquated and update it to something more playable by today's standards. They did that. But, the original RE4 holds up. It's still familiar enough because it set the standard. Only elements of it needed to be modernized, not a complete gameplay overhaul. That's the immediate difference in these remakes.

So, what you have here, is a game modeled after its contemporaries, RE2 and 3, but chasing the goal of imitating a vastly different game. Just look at '98 RE2 side-by-side with its remake and compare it to 4's side-by-sides. It's not the same. This game felt like it had the slow, intentional movement of a game with a more confined setting. The openness of this game's environment betrayed it in my eyes. I found maneuvering so difficult. I never stopped slowly running through these larger areas and that, combined with the higher amount of enemies and points of attack, made my hands so goddamn sore. I hated that. I love the parry, that's a great addition, but I would have loved the dodge roll implemented too. They make Leon out to be a martial arts master in this one, so I don't see how it could possibly be unfaithful to his character. I would argue that it would improve immersion as well. I really wanted this game to make me FEEL like Leon S. Kennedy lmao. Just faster.

I think the side quests were too mundane and repetitive to really be a good implementation. I was excited at first, but it all basically boils down to "Shoot these medallions", "Kill these rats", "kill this enemy". Pretty dull by today's sidequest standards. I still love the shooting gallery though. That's fuckin' dope.

I like the new character designs as well. 2005's RE4 Leon seemed so goddamn sassy all the time. Now, he's a more sallow-eyed, cynical, and haunted individual which fits more appropriately with his character arc. I don't mind all the jokes being set aside. I really don't. I love this franchise's characters and I want to see them treated with the respect they deserve. (looking at you, Rebecca Chambers) I love what they did with RE3 Jill, RE8 Chris, and with Leon in this one. It makes sense. I wish they had gotten Jolene Anderson to be Ada Wong again. i don't have anything against Lily Gao at all, but it harms the continuity and broke my immersion every time she spoke. Just a shame.

I'm gonna go ahead and place some of the blame on myself for my somewhat-muddled enjoyment of this game. I shouldn't have let my arrogance do the talking by starting on Hardcore. I think the ass-kickings tainted my enjoyment on the first go-round. I'm looking forward to playing it again down the line now that I have expressed my biases fully and have satisfied my stupid-ass ego by trudging through it on Hard.

I honestly think Samus said it best. "👎"

Alright, so this is gonna sound bad. BUT, if you go into this NOT expecting a good game...it might be okay. I avoided this game for a decade based on it's reputation. Clearly this is one of those "franchise-in-an-identity-crisis" kinda titles. Capcom must have been having a nervous breakdown around this time. Look at all the releases before and after: Resi 5, Revelations 1 & 2, Umbrella Corps, Umbrella and Darkside Chronicles, Mercenaries 3D, AND Resident Evil 6. They had SUCH breakout success with 4 that they were throwing everything at the wall and trying to see what stuck. It was a dark time, for sure. So, if you're expecting a GOOD, mainline RE game you're going to be really disappointed with it. If you're expecting a mindless, zombie-killer with a Raccoon City aesthetic, then, hey, we're here.

The gameplay is as plain as it gets. Get a gun and shoot the monsters. It's a silly, suspenseless Left 4 Dead clone. Thassit. There are no puzzles or atmosphere. No music that really matters. It honestly feels more like a Resident Evil movie than a game, if that makes sense. The story uses every contrivance in the book to tie in as many Raccoon City references it possibly can...and I don't care, really. All I wanted was a comfort game that had words and phrases that give me a dopamine drip: STARS, RPD, Gun Shop Kendo, Samurai Edge, Tyrant, Super Tyrant, Nemesis, Leon, Claire, Sherry, Ada, Hunters, Lickers, Crimson Heads. You visit a a TON of locations from 2 and 3. It's a very shallow veneer though. If it's a full-rendering and recreation of the RPD or Clock Tower or Dead Factory that you're expecting, you're going to be sad. Just manage your expectations. There are parts that I really appreciated. They used sfx from Resident Evil 4 and 5. They hired Alyson Court to do Claire's voice. It's not ALL bad. If you're like me and you've played the hell out of 2, 3, and the respective remakes and you're jonesin' for just ONE MORE stroll through RC chaos, then this will scratch that itch. It was NEVER worth $60, but the $8 I spent on eBay suits me fine.

There were only two inexcusable issues that I encountered. The first being the art style and voice of Nemesis. "Look what they did to my boy", etc. Secondly, the R2 button (default function - grenade) just stopped registering near the end of the game. I know it wasn't my controller because I immediately tested it on other games. Really lame to be in a boss fight and NOT be able to throw grenades. It fixed itself the next day, but it was really annoying.

Dark Souls II was always going to be a longshot. Following the masterful first entry, but without Hidetaka Miyazaki at the helm, it had it's back against the wall from the jump. In my opinion, the shadow looming was too large, but they still managed to craft a mostly-fun video game.

In terms of level design, it was always going to be outclassed. Most games are against DS1. There's plenty of variety to be found. All the poison swamps, shadowy forests, lava castles, and crumbling ruins a guy could ask for. They're absolutely fun to explore and there were moments that made me stand in awe. When I heaved open the doors to Aldia's Keep, I barely moved at all and rotated the camera around the entire room. Seeing an ancient, skeletal dragon draped over the grand staircases and balustrades had me completely frozen. I cherish these moments, but losing the labyrinthian interconnectedness will always be too huge of a blow, no matter the set pieces. There's also a lot of stupid bullshit. As fascinating as they are to look at, the Iron Keep and the Shrine of Amana are really frustrating and threaten to ruin the level with absolutely awful enemy placement and long-distance aggro. It's hard to revel at the landscape when samurai knights are sprinting ass from 2 miles away to throw you down the stairs. I can't take in the ethereal, drowned ruins when I'm being sniped by magic dicks from all across creation. (I really have to check my bias here, DS1 had some godawful sections too and I have no idea why I'm more forgiving) All that being said, I will say Majula's sunset and shoreline and music might be superior to the absolutely iconic Firelink Shrine.

Enemy, weapon, equipment, and magic variety are all present as well. Seems to me you can craft any manner or class of character you can conjure up. I love some of the creature design. It's not the most interesting fight, but the Rotten's design and concept is one of the more horrifying monsters I've seen in all of gaming. Amalgamated, tortured souls all bound together in chains to form one writhing, demonic mass shuffling across the stage because of the slithering and grasping of prisoners' bodies and limbs...I thought about that for years after the fact.

As a franchise fan, I can honestly say I like, enjoy, and appreciate this game. If you want the familiar difficulty, sprawling levels, and fun enemy battles, I couldn't possibly see how anyone could be disappointed with fairly-tempered expectations. It's not a masterpiece, but it's also clearly superior to damn near every other RPG on the market besides it's own kin. No Dragon Age or Elder Scrolls or whatever can touch it. They look clumsy, unimpressive, and bland stacked next to Souls. Even the worst of them are kings in this medium.

Lofty and ambitious. Hot off the heels of their success with Knights of the Old Republic, Bioware seems to have tackled this project with the aims of making gameplay more diverse and engaging. There is a lot of fighting and support styles, magic, and transformations. I found it to lack balance however. I leveled up Toad Demon form and basically ran ramshod over every boss in the game. (There were weird, unfun difficulty spikes, but that could have been my fault for so narrowly focusing on one style.) Certainly a lot of work was put in, but I found myself bored more often than not and wanting to be done. Long, awful load times, frame rate dips. The characters, while above average, lack the fun and depth of KOTOR. The best character is nowhere near Carth, Bastila, HK, Canderous, or Jolee. They're all 'round about Mission Vao quality. Not bad at all, but not particularly memorable. I didn't feel a pressing need to choose one or the other to accompany me.

Music, environments, and lore are all better than the yearly franchises that get churned out so carelessly today, but everything about this game is so antiquated that there isn't much reason to play anymore. If you didnt play it to death when it came out, it's unlikely to make much of an impression now.

The credits are inexplicable.

Max Payne deserves its roses for being innovative and for having unique storytelling, but there are parts that are nigh unplayable. Sure, bullet time is great and playing as a smirking, noir, Johnny Knoxville is fun and funny, but that's pretty much where it stops for me.

When I first played this as a teenager, I remember being enthralled by the surrealistic nightmare sequences, but they ruined it for me as an adult. It's AWFUL gameplay. Imagine platforming a completely black abyss while straddling a rail-thin blood trail with sharp corners at ten frames per second. Now imagine getting to do that where the only sound you hear is a screaming baby and a sobbing woman. What? Why would you even make this?

I'd be lying if I said I had -NO- fun with the game, but I've been dying to be finished. Not worth completing in 2023.

I love Subnautica. Or I wish I could. I wish I could I give it five stars, but I gave it precisely what it deserves. I beat it for PS4 amid maybe more frustration than I've ever had with a game I actually liked, but trying a second a playthrough on Switch was INTOLERABLE. It wasn't due to the mechanics of the game or the plot, but a significant lack of polish and unaddressed bugs and glitches. I swear, there aren't many moments more awe-inspiring than when you take that first plunge into the shallows of 4546B. I ADORE the survival aspect of Subnautica. It's simultaneously the most stressful and the most relaxing time-sink I can think of diving into after work. But what. a. busted. hunk. of. shit. this is.

I love Metroidvanias and Resident Evil and Dark Souls. I don't mind slightly obtuse video game logic. It lends itself well to puzzle-solving. I don't mind backtracking and I don't mind difficulty. So, when I tell you that Subnautica exceeds every bit of patience I have in every one of those categories, BELIEVE ME. It's not a -hard- game, by any means, but the ponderous pace of the vehicles and the large, open areas do NOT lend themselves well to the tedious amount of travel time you'll have to commit to in order to track down whatever materials you need for progression. I got SO sick of it. It'd be one thing if the areas were exceedingly gorgeous, but they AREN'T. I've never seen a modern title with so much pop-in and texture absences.

I'm sitting here and honestly trying to come up with reasons to sell this game to you, but I feel like I can't in good conscience. The graphics aren't great, combat is more dated-feeling than Skyrim, animations are herky-jerky, base-building is unintuitive and clunky. Sure, there are moments of marvel and of paralyzing fear. I was inspired by some of the creativity of the organisms and their respective biomes. The story is mysterious and captivating and I love the way it unfolds. I sank a lot of time into this AND I truly did have fun. It's extremely satisfying to fulfill whatever goals you set for yourself, but it is a constant uphill climb to do so and it's mostly because of poor design. You know I'm telling you the truth when there's an option in the pause menu called 'Unstuck' that is solely there to pry you out of whatever piece of the environment you accidentally trap yourself in for the hundredth time. And the 'leave feedback' option froze on me too. What a fucking joke.

I wish I could say I'm willing to run out and buy Unknown Worlds' next game, but I can't bear the disappointment again. If you want a more refined indie game experience with a small, committed team of devs, buy Hollow Knight or Guacamelee or Blasphemous or Cuphead.

If you're a vet and wanna know why I bailed on my second playthrough:

-minor spoilers-
As you head into the final area, basically an even shittier Lost Izalith with a shitty fetch quest tacked on, you come to an area called the Alien Thermal Plant. There's a teleporter that is supposed to be convenient, but all it did was load my Prawn into the fucking floor where it was permanently lodged. (multiple Reddit threads with the same problem. I actually think it happened on my PS4 copy too). I stripped what I could from it and moved on to the next area, which requires a duplicate key for no real reason (so backtracking) and the Drill Arm of the Prawn I just lost. So, my options are: to use the Seaglide to go all the way back across the map and track down 8-9 ion cubes -or- spend an hour or so recollecting resources to completely rebuild the Prawn. So stupid and so inconvenient. Such a let-down. I looked up methods to just CHEAT and spawn a new Prawn so I could at least finish my run, but apparently that feature was patched out. Idk if that's their fault or not, but it is 100% their fault that I was prepared to resort to that. Busted-ass shit, man. God, I'm so disappointed.

This review contains spoilers

I loved KOTOR 2 as a kid. I could never decide which I preferred between this and the original, but, as an adult, the answer is definitively: the original. I'm currently going through my collection to hit all these titles that I loved and haven't played in years. I'm really learning which games are timeless and which aren't. This ain't it.

I no longer own an original Xbox, so I figured the 360 would be the natural choice to play my original disc. I'm thinking that may have been a terrible mistake. I encountered countless and constant audio glitches. Loud, abrasive bits of sudden static on menu screens and music patching in and out or missing entirely. The frame rate was absolutely abysmal. If there were multiple enemies on screen, we're talking single-digit dips. If you happen to be holding the directional stick during one of these dips, the game sometimes caught up all at once and I found myself on the complete opposite end of the map from where I was. I also encountered one or two sudden freezes and had to restart. I don't remember -any- of this as a kid, so I'm fairly confident in blaming the 360. You may have a completely different experience on PC or Switch or something, but this was ugly.

I wish I could judge this game as its own entity, but unfortunately, sequels don't work that way. I hated the opening levels of this game. The Peragus Mining Facility is viciously boring, as well as Telos, the first main level outside of the tutorial. It made me yearn for the first level of the original game, Taris. A sprawling metropolis divided into three distinct areas because of class warfare. There were fun mini-games, plenty of interesting side quests and followers, and a rousing climax before you're set loose on the galaxy. Telos was bland to look at and bland to play. I thought it was interesting to revisit Dantooine and Korriban, even if there wasnt much going on. The final parts of those levels, preparing for a fight versus mercenaries and a confrontation of your past and values, are really the only bits worth remembering. I thought Nar Shadaa was a pain in the ass. Unnecessarily labyrinthian level-design and long back-and-forth treks for mundane quests. No thanks.

One of the main differences of The Sith Lords to the first game is the Influence system. And I -hated- it. To be truly effective, it seems completely contingent on when you acquire a follower and if they just so happen to be in your party at the right time, in the right place. When the time came to explore a planet of my choosing, I decided to go with the sequential order they were listed on the Star Map. Apparently, this is the least efficient way to make use of the game's systems. It took me to Korriban first, which nearly everyone agrees should be last and Nar Shadaa very late, which everyone agrees needs to be done as soon as possible. One of strongest aspects of this franchise is the characters and exploring their backstories through progression and conversation. In the original, you could get new exposition after leveling-up or completing a chapter of the story. It felt like a reward back then. I couldn't wait to get back on the Ebon Hawk and talk to every character to find out more. The Influence system robbed me of that. I never learned anything at all about Mira, having acquired her on Nar Shadaa late into the game and never encountering any opportunities of Influence on her character afterwards. It'd be one thing if each moment of moral choosing was programmed to affect EVERY character, but it isn't. You need a -certain- character at a -certain- moment and it prevented me from connecting with any of the characters on a deeper level. Except Kreia.

Kreia is the saving grace of this entire game. Her voice acting is fantastic and her arc is.....the only one I got to experience actually. (Aside from Visas, whose whole story and emotional climax they shoe-horned into the last few minutes before you confronted her master.) I loved how cryptic and knowledgeable Kreia was of The Force. Her insights into your character and the way she guides, nurtures, and manipulates you through the game should endear everyone to her. I found myself making decisions solely to please her. Her disdain for the stringent moral dichotomies of Force followers, Jedi and Sith, hearkened back to themes they explored with Jolee in the first game, but they felt so much more realized and important here.

Everyone really praises the story up and down, but I don't think I was as impressed as all that. I don't quite see what all the fuss is about. I really loved the fact that there is a narrative explanation for the fact that you get stronger by "killing hundreds of people" and that there is a reason why you influence your followers so fully. The "wound in the force" nature of your character and their abilities is very intriguing as well. To be disconnected after severe trauma, it sounds like sci-fi PTSD. Very powerful idea to explore. Ultimately, it fell a little flat for me. As you confront Darth Traya in the endgame, you learn that she hates that the Force can seemingly exert it's will on the lives of individuals and guide them where it so chooses. It's her desire to rid the Universe of it's influence so people can be free to live the lives they choose. I love that for a villain, but a little plant-and-payoff would've been nice. At no moment prior to this did I ever gather that Kreia HATED the Force. She always spoke of it in hushed, reverent tones and seemed eager to teach you as much about it as she could. Never a bit of dialogue like "distasteful as this is, it is quite useful". It kind of blindsided me. Ah well.

The titular Sith Lords were a bit of a mixed bag. Darth Traya being the best of them. Darth Nihilus seems like he was never fleshed-out more than being a general concept with a spooky mask. Just a less interesting, evil version of your own character in terms of his abilities. I liked Sion okay, I was reasonably pleased with the frequency he showed up and his character design. I liked his final fight as well, where if you could persuade him of certain notions through dialogue, you "eroded his will" to continue, affecting his stats. That was a cool idea.

I wish a lot of things about this game had been different. I wish Obsidian wasn't put under such crunch to get it done and had been able to refine and polish the script and gameplay to the sheen it deserved. I don't know if I'll play it again. Maybe. Definitely not on 360.

Veritable classic. You know this because you can still play it in 2024 and still find things to be impressed about. I seriously doubt that I'm about to write anything that nobody knows, but hell with it. Enemy design and variety, environments, muuuusic, the sprites, weapon options, armor options, the obtuse arcane, all of these things are peak video games. The voice acting is terrible, but God, that only makes it better. If you've never played this and have misgivings, set them aside. 2D doesn't age like 3D.

If I had to complain a little, I would agree with the general assessment that the Inverted Castle only served to pad the game out another few hours, but on the flip side, there are SO many new enemies that they added. SO many more boss fights. A real Misfits album worth of Universal Monsters to destroy, plus a few really good optional fights. See? Even my complaints turn into compliments. Some of the enemy placement is really stupid and frustrated me a lot. There. Also I wish bosses required a bit more strategy. Face-tanked most of 'em.

If there are any hardcore Castlevania fans reading this, please suggest the next one I should play! I had a harder time getting into the ones that came out before this and the 3D after. I know there are some good GBA ones, I just don't know what they are.

Also, does anyone else get the feeling that Fromsoft took HEAVY inspiration from this? There were so many areas comparable to the Moonlit Gardens, Catacombs, Lost Izalith, Undead Burg, etc. So many similar swords and enemies. There was an armored bull! It really felt like I was playing 2D progenitor Dark Souls.

There's a lot about Arkham Asylum that's commendable. Being fifteen years old at this point, it all holds up for the most part. The visuals and atmosphere were thoughtfully crafted. Sure, facial animations are a little stiff, but that's to be expected. The art direction, however, is fantastic. The sense of being overwhelmed and confined in an old gothic nuthouse is palpable. Each area is distinct from another and has their own set of traversal puzzles. The music is great too! Dark and brooding; it complements the rest well.

I don't know a lot about Batman, having really only seen the Nolan movies. I can't say that I've read the comics or even watched The Animated Series when it was on. That being said, I recognize the commitment to the ardor of the fans when I see it. Bringing in Mark Hamill, Kevin Conroy, and Arleen Sorkin was a stroke of genius. Their vocal performances being the best in the game, obviously. Some of the background actors' dialogue came off a little poorly, but I also love that, so I am not complaining at all.

As for gameplay, it's a mixed bag for me. I thought the variety of gadgets and their implementation were balanced well and used consistently. I leaned on Detective mode pretty heavy because I hated to leave a room with a secret behind. The Riddler's challenges were a bit middling. I loved the ones pertinent to the lore of the series. A cryptic hint about a villain, followed by a scouring of the area for something apropos, and then unlocking a bio for an "obscure" character in Batman's history was a blast. I loved reading about Humpty Dumpty, Calendar Man, Firefly, The Ventriloquist. I found it fascinating learning about these figures that never got a silver screen treatment. Same thing with the patient interview reels. It all gave me a great feeling of immersion in the world to learn all the ins-and-outs of The Dark Knight's greatest foes. The rest of the Riddler's puzzles were pretty hit-or-miss. After those, it was just a random trophy placed slightly out of the way, aligning the crook and the dot of a question mark hidden in the environment, and batarang'ing clacking Joker teeth for the zillionth time. Yawn. If it wasn't for the plethora of unlockables you're gifted for trudging through this mundanity, it would hardly be worth it. Plenty of Challenge missions, trophies, and more to enjoy after the credits roll.

The combat got pretty stale for me. I loved the wealth of different animations in his fighting styles though. Plenty of unique responses to countering enemies with punches, kicks, knives, bats, and guns. The combo meter and flow state of the fighting were very satisfying when it worked. More often than not, I would drop a combo despite being surrounded by enemies. I could just suck, but it really didn't feel like my fault and that got aggravating. Despite it being a more or less fun system, it feels lazy. Enemy variety is lacking. There are some introduced in the late-game, wandering lunatics and massive, carnivorous plant buds, but they're little more than a brief annoyance. The majority of the fights are all the Blackgate prisoners. There are a few different ones. Some have knives, others have batons, but 80% fight the exact same way and rather than spice up combat with more types of fighters, they'd rather overturn a bucket full of them in a small space and have you karate your way out of the hole. It was enjoyable at first, but soon grew predictable. The Venom-injected prisoners were basically carbon copies of the Bane boss fight and thrown in the mix sporadically. You fight them multiple times, so there's little to be excited about. The other boss fights aren't much different. Nothing stood out as remotely memorable, or they were downright stupid. I HATED the Killer Croc "fight". Basically a slow slog through an ugly sewer for some macguffin or another where if you run or linger, Croc 1-hit KO's you and then taunts you on the Game Over screen. Despised that section. Scarecrow was pretty awesome...the first time. It reminded me of Eternal Darkness. Some fourth-wall breaking, phantasmagoric insanity tormenting the Caped Crusader fit the tone of the game wonderfully. Then they did it 3-4 more times. Really wore out it's welcome, by the end. It really went from "wtf is happening" to an eye-rolling rigmarole. And the final boss fight, as you may have read, was notably disappointing. Really terrible, actually. The final confrontation was built up from start-to-finish and it boiled down to a QTE sequence, basically. You fight faceless, generic prisoners more than you do Joker. You aren't even supposed to hit him until it's scripted to do so. Unbelievably lame.

Despite it's faults, I think there is still a fun experience to be had with Arkham Asylum. I can't think of another superhero game around this time that was even CLOSE to being this level of quality. Give it a shot once and I don't think you'll regret it. Especially if you're already a fan of the Bat.