2195 Reviews liked by ZeDuderino


How we got to number 2 in this game is beyond me.

The took nfl blitz and said how can we make this bad and here we are

Saw

2009

I’d rather find myself in an actual saw trap than find myself playing this game again. At least that way I would have a chance of dying and not have to play this again.

This game is poooooooop. It’s a Disgrace to Mario Party, Mario, me, Nintendo, the gaming community, and humanity as a whole. Everything in this game is the opposite of fun.

What happened to the series I love. Seriously Mega Man X through X4 are excellent games with 5 being a very good game. Then X6 was a slap in the face money grab after the series was suppose to be finished with X5. Then X7 was one of the most abhorrently made games of all time. While X8 was a major step forward from X7 it still is a far cry from what this series was. It legitimately makes me sad that one of my favorite series ever died and in such an awful fashion to boot.

I digress. Mega Man X8 is not an awful game by any means but it definitely isn’t a quality game either. Instead of going back to the basics that made the series great they decided to give every level a gimmick. Some are ok and some are outright bad. The worst level by far was Giga Bolt Man O War’s stage. You are on the slowest floating type thing in the world with controls that make you think it’s part of X7 with no explanation on controls and it is at best bad and at worst infuriating.

I’m going to cut this review shorter than most and just say the story is ok, the music is ok, the art is ok, the gameplay is ok the game is just ok at best.

If you ever want to play this series, and you really should, just play through X-X5 like Keiji Inafune intended and not what he was against which is what Capcom ended up giving us for some extra cash.

Mega Man X Series Ranked:

https://www.backloggd.com/u/DVince89/list/mega-man-x-series-ranked/

My 2024 ranked:

https://www.backloggd.com/u/DVince89/list/games-i-played-in-2024-ranked-1/

A genre-redefining masterpiece despite having some absolutely ass-backward sections and bosses (Lost Izalith?, Blighttown?, Bed of Chaos? Fuck my life!)

Kicking off that dickhead Knight Lautrec from a ledge and then taking his ring was one of the most satisfying moment in all of my gaming years.

World's most boring, repetitive and bland CIA simulator

It looks clunky and dated even for its time, often runs like dogshit, the controls and the combat will make you wanna smash your keyboard, the early bosses can be game-breaking if you're not prepared for them the right way...and yet I could not stop playing this for 50 hours until I reached the end. Incredibly immersive and atmopsheric dark fantasy storytelling with rich lore, great dialogues and instantly memorable characters, moral choices with real impact, a world that feels dirty, violent, chaotic, lived in and tangble in its own pseudo-reality. There is just a certain energy brimming here that even its sequels could only recapture in moments. Very rough, yet special.

Top notch 90's 3D platforming with the right ammount of whimsical, fantastical and intense elements that a good fairytale should contain. Outstanding visuals and level design. But its tough. Very tough. In fact, I have no idea how in God's holy name did I ever had the patience and determination as a kid to beat this.

Playtime: 96 Hours (Including time spent in the endgame)
Score: 6/10

The Borderlands franchise is one of my favourites of all time, as I fell in love with the original game back in the day; then 2 came out which was an amazing follow-up; Pre-Sequel was okay (but way better than this game I recently decided) and after a long wait we got this one to mixed results.

To start with the good: the gameplay is vastly improved with a lot more verticality and movement added to the combat; the guns are better than ever with some great sound effects and abilities; there are quality of life improvements for player convenience such as being able to top up your ammo at vending machines with a single button press without even having to open it up and refill each individual ammo type. The soundtrack is amazing as the main menu theme sounds like something out of a John Wick film!

Now onto the bad, which unfortunately is a lot: the story in this game was a huge disappointment for me as the writing went really downhill from the second game that improved greatly in that aspect, heck even Pre-Sequel had a much better story and villain. I know some will say this type of game doesn't need a good story which I fundamentally disagree with. I play this series for the story and characters. Fan favourite characters like most of the vault hunters from the second game aren't here; iconic NPC characters like Zed are nowhere to be found; the pre-sequel characters are either not here or are retconned into being villains even if they weren't in the previous game. The Calypso Twins are two of the most annoying villains ever with cringe-worthy dialogue and taunts. It would have been fine if they only showed up occasionally but like Handsome Jack, they taunt you throughout the game, but unlike Jack, these characters are written extremely poorly. The main new NPC character they introduce called Ava is one of the worst characters ever, as they push her to be this big deal, despite her just ruining everything for the characters in the story. She has no defining arc of becoming a good person and all she does is be a brat who blames everyone else but herself. The ending for the game was one of the most insulting endings I have ever seen!

Despite my issues with the story, there are just so many other technical issues; like why the hell does it take so long just to load the games main menu? I don't want to watch Claptrap dancing across the screen for what feels like 5 minutes, I want to load up my game and play! This is even more insulting whenever I go back to one of the older games in the series and their main menus load 10x faster! I could accept it if was the loading screens when loading your character, but this is just to load the freaking main menu before you even can load your game! I also don't like that they went with a 3D map, as it's hard to figure out the fastest route to your objective. I would've prefered if they used the Dragon Age method where its a 2D map and if there are multiple levels you just cycle through them. Other than that I ran into multiple bugs and crashes that are just unacceptable. Overall, it's a good game in co-op but I would not recommend it single player as the horrid technical issues and bad story make it hard to play through alone.

Contagious happiness asterisked by an air of “hey, wait a minute” brought about through no fault of its own. Two experiences cause this feeling: realising that yeah, the best game on this thing really is the tech demo that comes with it, along with subsequent gladness that it only cost your brother £20 thanks to a raffle ticket inside a Doritos bag; and ogling the who’s who of Easter eggs after loading into your first level only to notice soon after that just one of the developers represented by them in that particular spot hasn’t been unceremoniously shuttered.

Despite how frequently it comes across as gaming’s cheeriest graveyard, the charm of Astro’s Playroom is such that it features real life peripherals as its main collectible and somehow manages to not feel cultlike. Astro himself’s a big factor in this, embodying so many of the best characteristics of this brand’s would-be mascots of the past; a simple enough silhouette that anyone could quickly scribble down a recognisable drawing of him, lack of dialogue forcing him to rely on universally understandable expressions instead, vibrant yet malleable visuals which let him be twisted into a representation of any IP you can shake a stick at, easily able to slide up the cute and/or cool scales as and when required. Regardless of his probability of joining them in the dumpster someday, he really pulls his weight in terms of likeability and as a distilment of the game’s meticulousness. Contextual idle animations like him waving at the camera or holding his hand out in the rain may just be presentational, but they still contribute a fair amount to making him feel alive and giving him a personality distinct from the otherwise pretty samey array of photorealistic humans he shares SIE’s narrow potential-marketing-icon umbrella with, plus this kind of attention to detail’s extended to interactable objects in more substantive ways anyhow (like fully functioning diving boards in the background of one stage or beach balls you can do keepy-uppies with).

It’s little unfortunate that he’s more interesting to gawk at or think about than to control, even if his double jump doubling up as an attack sees some inspired use, though the levels are smartly small enough that his limited moveset never becomes unengaging and is made up for by the segments where the controller’s gimmicks get to shine. The motion-controlled ball areas test your manipulation of momentum in a way that standard gameplay’s unable to, the climbing parts transform it into a miniature GIRP sequel, and a combo of gyro aiming plus the use of adaptive triggers make the shooting sections more tactile than this console’s actual flagship shooters, but my favourite ones are the frog bits. The long and short of one of my hypothetical game daydreams is a 3D platformer in which you play as a frog who has to do everything by jumping rhythmically, and I probably should’ve guessed before now that the closest thing currently in existence to that’s in something made by a subdivision of my favourite developer. Why wouldn’t it be? That’s why they were my favourite. Some studios create games so specific to your tastes it’s like they were made just for you, while others are so specific it’s as if they telepathically scan your brain for anything you think is cool and decide to make a game out of it.

Less fully on my wavelength is how it functions as a celebration of these systems’ history. This aspect’s still more good than bad, right enough. Part of why I mentioned that Astro’s Playroom manages to avoid feeling cultish is specifically because I wouldn’t trust any current SIE executives to be able to tell me what PAIN or Super Rub ‘a’ Dub are, nevermind greenlight giving them arguably more headspace than much bigger IPs by partially basing two levels’ mechanics off of them. Cool deep cuts notwithstanding, though, I’m taken out of it a bit by the haphazard distribution of Easter eggs. Kat, I love you, but what’re you doing in the PS2 level? I recognise her, but given that she’s a lesser known in the grand scheme of things and has no connection to the era she’s been placed in, I wouldn’t blame somebody if they didn’t. I even had this experience with a game I myself am actually familiar with, in part because of this sort of thematic mismatch and because what I assume’s recency bias (whether their own or imposed on them) led the devs to scrape the bottom of the barrel in places – it took me a 10 second long, confused, squinty stare to realise that The Order 1886 was being referenced at one point.

Apart from potentially hampering its own ability to give some of these games much needed exposure, it made me question whether it’s right for all of these lads to be on a level playing field representationally. Obviously, a company’s not going to encourage an interactive showcase to give some of its own IPs preferential treatment over others, but isn’t it a little weird to put your man on equal footing with a contributor to dual analog sticks becoming an industry standard, a platformer which piqued Shigeru Miyamoto’s interest in addition to driving the brand’s popularity in what used to be its home market or something which dwarfed the rest of its genre in popularity to the point that “God of War clone” was a pretty widespread term for a good two console generations? Granted, their most successful period up to this point needed some representatives and one of Astro’s cousins taking the form of a third party cash shop likely wasn’t on the table. “Cultural impact” is really just a straw you grasp onto when you need to rationalise that a transparent success you don’t like has actually secretly failed, so I’ll concede that what I think of when I think of Kratos having more songs written about him and crossovers under his belt might not compare to his most recent entries’ combined ~34 million units (albeit buoyed by discounts, bundles and giveaways).

Ultimately, I’m inclined to consider Astro’s Playroom a small miracle regardless of any of this because it’s so wildly out of the wheelhouse of what I’ve come to associate these consoles with and a refreshing reminder of why I was ever interested in them in the first place. If you wanted to get obnoxiously airy fairy, you could probably make some kind of point about how the bright colours of the ∆◯X☐ symbols regularly flying around aren’t even on the controller anymore, but its friction against the overall direction of its parent company only strengthens its case and makes the prospect of a more fleshed out iteration of it more exciting. If not fully in terms of people, Asobi at least seems to carry on a bit of Japan Studio's spirit.

very much not a well designed game but i felt good after beating it so it gets an extra half-star for that alone

I can be proud to say I am pretty good at this. (I actually suck compared to anyone else who is actually good)