260 reviews liked by allex


What if it was called Thief the 𝓯𝓻𝓮𝓪𝓴𝔂 Project and Garrett sucked Hammerites toes

My team consists of Faggot, Dyke, Furas and Queer. My fave food is piss which sometimes makes great Disco Elysium references during gameplay

This review contains spoilers

Moooootheeeeeerrrrr oooooooooooo!

(I hate queen)

As a franchise, mother has a weird history. In the west it’s commonly known as ‘earthbound’, the first game wasn’t localised for years, and we’re still waiting for mother 3 (earthbound 2) to come over. This whole franchise all started on the famicom with mother. It was a game based on an idea by shigesato itoi about having an rpg set in a more modern setting. Now…the question plaguing everyone’s mind…does it hold up?

The story is pretty simple: you play as a young boy named ninten who is forced to go on a journey to save the planet from the evil giygus (I know it has a different name in the game but I can’t be bothered to try and type it). On the way he is joined by a boy named Lloyd, a girl named ana, and a jock named teddy. The story is pretty simple taking them to many different places and fighting very tough enemies…which leads me into combat!

The gameplay of the game hasn’t aged entirely the best…but if you have a little patience you might find some enjoyment. The encounter rate is definitely pretty high but not ridiculously high as some people make it out to be (it’s definitely more tolerable then they make out). It’s also, compared to mother 2 (earthbound), slightly different in combat. It almost feels more refined in mother 2 than it does in this game…but maybe that’s just me.

Overall, I still really like this game and encourage others to try it even with its slight problems. Even if it’s not for the story, the music is still really great and beautiful for a famicom game.

Great story, slow gameplay, loveable characters, terrific soundtrack, ninten and ana’s dance :>

A game of progressively getting to see lots of wacky and charming stuff, while all the "worst game design ever" just... wasn't?

Having someone guard while I'm off going places i needed to anyways until they can fight sure was one of the grinds of all time. And i dunno those dungeons were fine. Except Mt. Itoi I guess but just run away. Your attacker cannot legally hurt you without your consent.

What I'm trying to say is that if this is the standard of quality and wit set by a game the Internet decided sucked because the inventory is a bit shit, then I'm gonna be in for a treat with the rest of the series.

sonic 3 will never get an & knuckles expansion

Who the hell is playing this on Ouya Amazon Fire TVWindows Phone

the best sonic game and it's barely even a contest. peak vibes and the jp soundtrack is probably the nicest this series has ever sounded. really weird that people are circling back around to pretending this game is bad lol

My journey across The Planes has taken me to places that most men believe exist only in the realm of thought. These places I travelled to, the people I met, and the conversations I had fundamentally changed me as a person. I don’t fully know how, but regardless, I know some sort of change occurred. Perhaps writing about my experience with Planescape will help me better understand these changes and the person I am today.

When I was 14, I discovered Planescape: Torment, and while I thought the game was awesome, I could never really engage with the questions the game posed to me. I mean, how could I? What would the question “What can change the nature of a man?” mean to a 14-year-old who was only beginning to grapple with the concept of its own being? Looking back, it meant nothing to me. Now that I am an adult, however, the question means much more to me. Part of me is ashamed to admit I haven’t always been a ‘good’ person. Learning to be kind, understanding, mature, and responsible took me many years of struggling and hardship to achieve. Even today, I still struggle with this, but through that struggle, I came to learn more about myself and my nature. I can’t fully codify into words what my “nature” or “self” are because they are concepts that exist beyond language. Language can at times be limiting, so I look to art to help me look inward and better conceptualise these thoughts and feelings. I feel as though Planescape stirred the part of my soul that sought these answers, and despite it not giving me concrete answers, I feel satisfied with the new questions it posed to me. To me, good art never seeks to speak for the reader but instead provides them with the tools necessary to create subjective meaning from the experience they have with it. I believe Planescape does this quite well; I’d even go so far as to argue that it fully agrees with me here. When The Nameless One is posed the question, “What can change the nature of a man?” the game does not have him provide a concrete answer to the player. Instead, we are left with the game giving us the tools necessary to begin constructing our own answer to that question as the credits roll. Currently, I don't have an answer to that question, and I'm not sure if I will even have one a decade from now, but I'm okay with that. Part of growing up meant that I had to learn to be content with not always having an answer for everything; perhaps not every question needed an answer.

There’s more I could write, but perhaps it’s best that some things remain unwritten. I would love to endlessly navel-gaze, but that wouldn’t do me or you, the reader, any good. I apologise to anyone here who expected a formal review and was met instead by my self-indulgent introspection. There's really not much I can say about Planescape that hasn't already been said; it's an awesome ass game, and it deserves the reputation it has made for itself, enough said.

Anyways, I’d like to end this short write-up by saying that if you haven’t already played Planescape: Torment, you owe it to yourself to take that journey across The Planes. Sigil is known as the ‘City of Doors’, after all, so why don’t you look inside and see where one of them takes you?