When Marx wrote about the Opiate of the Masses he was talking about Vampire Survivors (2021)

I understand why there's a real divide on this game among From Software fans. Dark Souls and its siblings are games of personal expression - you can play any way you want, you can tear the game into little pieces through a million different strategies and exploits, and the game will always bend to allow it (even if it spends some time pushing back at you). It might be difficult, but Dark Souls is a game that never says No.

Sekiro says No. It says No a lot actually. Sekiro is the culmination of From's Bloodborne and DS3 push to force players to play a specific style - a fast, aggressive, parrying melee specialist. You can't be a tank in Sekiro, you can't be a sorcerer in Sekiro, you can only be Sekiro. When you hit a tough boss in Dark Souls (or especially in Elden Ring), that's an invitation to hunt for weapon upgrades, new armor or rings, or come back at a higher level - when you hit a tough boss in Sekiro, it is a "you must be this good to pass" barrier, the kind of thing people think Dark Souls bosses are, but never have been.

Having said all that - I think the game is great! By ditching most of the RPG elements, From created one of the best and most demanding action games...ever? Probably ever. The controls feel as tight and responsive as they've ever felt - once you get the feel for the tight parry windows the responsiveness is incredible (and makes that recent Jedi Fallen Order game feel like you're swinging a lightsaber through molasses).

The area design, sparse storytelling, and creepy NPC's are as good as they've ever been, and the music might be the strongest in From's modern catalogue. The final boss is exactly as hard as everyone says he is - I spent half an hour to an hour a day for about a week and a half trying to beat him. Today I did it, and it's an achievement on par with the time I soloed Ornstein and Smough with the Demon's Greataxe (it's harder than it sounds, trust me).

Ultimately I think Sekiro's supreme difficulty works against it in one respect, that weakens the game a whole a little for me. I'm not referring to the boss difficulty, which I found ridiculous but rewarding, but more that the world itself is so incredibly dangerous that I often found myself just getting through areas as quickly as possible to get straight to the next sculptors idol or boss - what's the point of exploring when items aren't going to make you significantly stronger and you're likely to run into some outrageous optional miniboss that's going to send you to the You Died screen in 3 seconds. Exploring is dangerous in all modern From games, but the reduced RPG components of Sekiro mean that exploring is higher risk and lower reward than it's ever been - which is too bad! I know there's some cool stuff I missed out on (and there's a lot of stuff I only found because I looked up where to go, rather than stumbling on it naturally), but I'm sure as hell not going back into that meat grinder to find it! A game to feel good about beating, but not one I'm likely to revisit any time soon.

I love to solve puzzles by clicking on boxes. To do this while looking at depressing art and also a big weird dragon thing? Exquisite.

This review contains spoilers

Probably the least approachable Yakuza game that exists - the jump back to early PS3 gameplay after all those nice full remakes is a little jarring - but also that PS3 feel has a real charm to it. This game has some of the most Yakuza (bad) moments and some of the best Yakuza (good) moments of all time. I think the stuff where you're raising the kids at the orphanage will hit or miss depending on the person - for me it was an absolute slam dunk, but I could easily it see it being a drag for other people. (lesser minds!!!!!!! jk)

I think it might genuinely have the best final boss pre-fight speech/cut-scene of all time - should have a youtube video entitled "Kiryu DEMOLISHES the emptiness of a life lived for profit" so fucking sick. I do think it lost the plot a bit when it swerved away from the hard-hitting beats of the intertwining of the tourism industry and the american military industrial complex (and how those things damage local people) and into some weird CIA international arms dealer conspiracy shenanigans. Nevertheless - Yakuza remains sick as hell.

There's some evil stuff in here. I realize the real super mario bros 2 (the lost levels) has the poison mushroom immediately upon starting it so that's the real origin point of evil mario levels, but there's some wild level design in here! It also feels a bit like Doom (ironic because this game was part of the inspiration for doom) in the way that there are hundreds of tossed off ideas in here that could be whole games, and eventually someone else WOULD pick them up and make them into their own games. Cool ass object, still fun to play, hard as hell.

They put a real mario game on the dang game boy - wild! The wacky levels and interesting unique mechanics in this one are cool - the idea of what can be in a 2D mario now is so calcified thanks to the New Super Mario Bros games that it's exciting to see how much Nintendo was willing to play around in earlier times.

I thought this was just a horror game playing into the tropes of deckbuilding rogue-likes like Slay the Spire but it turned out to be a love letter to TCG's both physical and digital and ended up making me genuinely emotional. I've never seen a game that makes combines so many different gamplay, aesthetic, and narrative approaches let alone one that meshes them beautifully like this one. What a game.

Cool game - exists in a weird spot as it's a tweaked follow up to a perfect game, and it suffers because of that, but hey - I had fun.

Delightful little game - meticulously crafted little 3D levels stuffed with secrets, gorgeous music and art, and surprisingly serious boss battles. This feels like the follow up I always wanted to the gba Kirby games I loved as a kid.

The AI in this game is absolutely brutal. Thank god for Victor's heavy punch or I might have had to actually learn how to play a fighting game.

A game I remember playing but never finishing as a kid - boy is it clear now why that was. Extremely charming and for most of the run time it's a fun Mario romp with a solid JRPG skeleton but when you hit a boss fight it reveals a streak of masochism. Boss fights are incredibly long and frustrating, with attack patterns lasting long past the "you have mastered this mechanic" range and into "dodge this attack with an incredibly small timing window 45 times in a row" territory. JRPG battles being a long slog is one thing, but the action component required for dodging attacks and attacking enemies is actually a physical drain - the final boss battle took me over an hour and left my hands and wrist in physical discomfort (note - you can definitely take breaks - you should in fact!). I don't know if I was chronically under leveled - it's definitely possible! But it was a real pain point in a game I otherwise had a pretty good time with.

The game is full of charm and nintendo polish - animations, puzzle mechanics, sound effects, and music are perfectly tuned and extremely satisfying. I can't say it was perfect or capital g Great, but it's definitely worth taking a look at to see what it's all about.

A ton of heart and personality held back by replacement level gameplay. Can't even be mad about it, I assume it's a small team, and the characters and story were enough to keep me going for the short runtime. One for the 7/10 hall of fame.

Truly a masterpiece. Combat is really fun and rewards creative thinking - even after playing the whole game (over 110 hours!) I think I only scratched the surface on the kind of play that's possible in this game. The story is compelling and full of genuinely difficult choices. I wasn't entirely satisfied with all the features of my ending, and I think that's a sign of the choices and compromises I had to make along the way. A special game that I'm already looking forward to playing again.

Never loved the way Sonic controls and this game is unfortunately no different. Looks incredible, music great, level design generally mystifying to me but better this time around than the first game. Sonic's longevity is an all timer example of marketing being more important than game design.