alivedovedoeat
2021
2001
2005
Resident Evil 4 is a sequel to every videogame released prior to 2005, except for any of the previous Resident Evil games. You play as Grindr's most forgiven police officer Leon S. Kennedy, a man whose character traits include having the best third-person shooter controls ever developed and not being able to get over the one time he hooked up with a doll.
1996
1998
What if Metal Gear was more like Monster Hunter, by which we mean just the parts of Monster Hunter that have to do with drop rates and equipment development? What if every idea about homosexuality from American and Japanese popular culture was assimilated into one woman who burns with an unrequited love which she'd never consider voicing, who was a personal friend of Alan Turning, who awakens a latent bisexuality in women she molests in comedy ecchi scenes, and who ultimately and with no clear motivation decides to give men a go? What if there were dozens of identical tank-abducting missions rendered impossible to complete at a high rating until one arduously develops the technology to allow Snake to carry a large enough number of balloons? What if Snake electrocuted an anime schoolgirl in her underwear?
I spent about a hundred hours doing everything there is to do in this game. What more can one ask of a work of art than to lay bare the deficiencies in one's soul?
I spent about a hundred hours doing everything there is to do in this game. What more can one ask of a work of art than to lay bare the deficiencies in one's soul?
2019
2010
Look what they did to my main girl Akane. Her candor? Gone. Her sexuality? Gone. Her mischievous swag? Nowhere to be found. No crew-cut unicorn can make up for this.
Puzzle design lacks the complexity of VLR and the elegance of 999, leaving it feeling like an occasional interruption to a movie where you have to watch each major scene three times. The move away from a visual novel format for the sake of stiff, dull animation and cinematography kills the pacing.
Puzzle design lacks the complexity of VLR and the elegance of 999, leaving it feeling like an occasional interruption to a movie where you have to watch each major scene three times. The move away from a visual novel format for the sake of stiff, dull animation and cinematography kills the pacing.
2003
The narrative content's weak enough and the systems design strong enough that the game as developed under ideal circumstances would probably not add much. The aesthetics of Metal Gear are the aesthetics of films made a couple years prior to their release, and The Phantom Pain is in the unfortunate position of having come out in this benighted decade. Impossibly fun free-form stealth design that leaves advocates of the so-called "immersive sim" genre clutching at their readable emails as they attempt to explain that a first-person camera and an inventory screen are enough to compensate for their favorites' obvious inadequacy. Fixes many of the series' long-running issues, such as an awkward control scheme and the narrative presence of women.