237 Reviews liked by amber


Unique and interesting way to dissect a short murder mystery. I can agree with other reviewers that the plot is not the most distinctive, and the acting can be a little awkward at times, but the gameplay aspect is really neat, and pretty immersive. That is what got me most invested. I recommend trying this visual novel out when it goes on sale for around $1 on Steam, as in full it is only around 1-2 hours long. Get that with a Costco hot dog meal, and you got yourself an entertaining $5 evening for the night (b ᵔ▽ᵔ)b

3/5

Totes feel seepy whenever I play this now, lol. Guess I'll come back...once more some day? I really liked what all I played of Dark Souls. I liked this game a lot more on the second playthrough, too! My first time around I rushed through on a strength-dex combo build that was awful to play as, but this time around I went full-dex and used my half-remembered first playthrough to inform my second playthrough. I loved a lot of it! Can't really follow the story again, as I suspected, but damn! What a lovely set of incredible aesthetics. I got up to the end of the DLC after constructing most of the final Boss Souls this time around, and it took nearly a hundred hours. Compare that to my 60 hour playthrough all the way through to the end of the game, and yeah, I think I really took my time and enjoyed it more this time. Dusk of Oolacile my beloved.

played in preparation for arzette. remaster, but with the remastered mode quality of life improvements disabled. the biggest revelation genuinely is that theres a perfectly useable template for a 2d action game here...a mostly nonlinear world explored in little action segments, populated with memorably bizaare and colorful characters, with a managably small take on the interlocking quests and item progression of a typical zelda game. in its best moments it feels less like a bootleg zelda and more like a Condensed zelda, with many expected beats and experiences hit in a couple hours. obviously there are many well documented rough edges in the moment to moment play (which i again, intentionally aggravated for myself by playing without the qol improvements) but theres plenty of oozing charm to more then cover for it...not just in the cutscenes where every word no matter how insignificant is paired with a big expressive gesture, but the general fantasy vhs aesthetic (the backgrounds can be surprisingly lush, if problematic for platforming). theres a wonderfully likable heart to both the play and presentation that reveals why someone would earnestly want to make a spiritual successor, far more then any callous mocking appreciation for silly cutscenes

rejogando passei a apreciar mais o jogo, ainda possui alguns defeitos e/ou reclamações pessoais minhas que são mais por inside, little nightmares e outros existirem, mas julgando pelo que é; é bastante competente.

a mess of miscontextualisation and a plea for kindness within institutions which deprive us, definitely been feeling a bit fragile lately because it had me in tears a few times.
the game demands a certain degree of attention and a slower pace which had me resetting my save early on once i realised i hadn't been giving what it wanted or deserved. i recommend making some notes on paper as you play and progress as it makes for a really authentic deduction experience.

I have been following solo game dev Bobby Schroeder for several years now through her personal and Sonic-related blogs on Tumblr.com, and I was immensely excited at the prospect of the openly, aggressively queer turn-based RPG that she was developing. Unfortunately, when the game finally came out I did not have a keyboard with arrow keys, and could not play the game. Now, I have finished the game much later than intended and can finally talk about it.

Perhaps no other game is as open about its contents as Super Lesbian Animal RPG< a game declaring itself right on the tin as being a roleplaying game about lesbian furries, and it does not disappoint. Within the narrative are four major lesbian romances, one of which appears to be optional (via Clair’s sidequest near the end of the game). Each one focuses on one of the four main party members, Melody (the foxgirl protagonist and party healer), Allison (the punky DPS bunny), Clair (the chaotic messy wizard cow), and Jodie (the tiger tank). Each character is well-developed, and their romances are as sappy and earnest as one could hope. Each character’s motivations and personalities are fully laid out and eventually pulls a Chrono Trigger by opening up several character-specific side-quests in the endgame. This is among a character development strategy that I love whenever it appears–from Chrono Trigger to Mass Effect 2, giving optional character quests is an excellent way to highlight and develop that party member outside the main cast.

Each NPC stands out in my mind and breathes life into the Sapphire Isles. And for as delightful as the colorful cast of furries are (Pepper, the retired Dark Lord’s daughter, is a favorite) each oozes personality via charming portraits with multiple expressions each; the combat is just as good as the story and world. Taking place in a first-person perspective turn-based combat (it’s an RPG Maker game obviously) each party member has a specific class, with customization coming from equipable spellbooks that offer specific abilities to each character. While the game is extremely linear in terms of progression, the actual challenges of combat are tailored to each character’s specialization. Combined with solid pacing that never spends too much time in one area, SLARPG (as it’s been called by Schroeder) makes for a fantastic time, so long as you have arrow keys.

a new silent hill game has released and it is about a POC woman struggling to keep to their daily routine following their girlfriend's suicide. I wonder what people online are saying about this. Surely they have interesting things to say about it.

when i read Neuromancer back in 2011 i think i was never able to quite picture whatever William Gibson was trying to describe. there's a thing with sci-fi text based works where everything is described by comparing it to a familiar object, connected to another familiar object and somehow you should be able to imagine the whole picture going by that. well i can't, i don't think it's a particular lack of imagination, i think it might be the exact opposite really, because i'm sure whatever i'm imagining has nothing to do with what was described. this is not frustrating in any way though, i think it just makes my experience with this type of work a tad more abstract. citizen sleeper is already inherently abstract, so in some level i imagine i was supposed to imagine whatever i wanted, however i wanted.

it's a good game about befriending people, listening to stories, hating capitalism and corporations, accepting physicality and transience. or at least that's how i played it. i don't think the game gives you too many options to branch out, but i still think each individual input can make this experience a whole lot different. i'm eager to know how many people were experiencing money issues while Ethan forced you to pay their tab, or unlocked places and or situations far earlier than the game expected you too. it's just fun, short and sweet, i enjoyed my time with it even though for a while i didn't think i would.

Yokai Tantei isn't trying to hide anything; it wears its influence on its sleeve, that influence being Hudson's flagship creation, Bomberman.

You control a little Medama-Oyaji lookalike, tasked with clearing out a maze swarming with enemies (you can choose between Japanese yokai or western Universal monsters, which is a nice touch). Unlike Bomberman, your form of attack is a bit more direct, however, and this is where the the main hook of Yokai Tantei comes in.

Potentially taking influence from another Hudson creation, Binary Land, you shoot a fireball which can dart all around the maze, and is controlled contemporaneously with the main character. The two move at different speeds, and —much like Bomberman— the cross-shaped blast radiuses when you activate the fireball will kill you as well, so there's quite a bit to micromanage here.

When I first booted this one up, I didn't really care for it that much, as I thought the mazes were too cramped, and the spawn rates of the enemies were too unrelenting. That is, until I realized that the fireball can actually kill enemies by simply making normal contact with them. Once I got this, the game clicked; it's the classic temptation of risk vs. reward, whether you want to clear out enemies by firing point-blank, or risk trying to get a massive combo by blowing them all up at once for more points. I haven't figured it out completely, but it seems the enemies need to be hit at a specific angle from the fireball to die, so as not to ruin any combo potential.

As for this particular version, much like Relics (another Bothtec creation) the PC-88 version they chose to use isn't the best, but it's not as dire as Relics' 88 port was. It certainly looks better than the MSX version, but lacks the music of the other ports, though it's by no means a dealbreaker. The speed-up feature is perhaps more welcome here than any previous title, as it allows you to plow through the ridiculously slow loading times.

Simple metroidvania with gorgeous graphics and fun characters. I have never played the earlier Momodora games, but I had fun with this one. Momodora: Moonlit Farewell is surprisingly short with very player-friendly aspects throughout. It's nothing particularly unique to other metroidvanias that I've played, but it gets +.5 star just because of the cast full of cute girls ♡(>ᴗ•)

3.5/5

I'm shattered. No game has made me sob this hard. I often say "I'm crying" when I watch, read, or play something sad, but that's mostly exaggeration. I just tear up and very rarely actually cry, but no, I straight up loud sobbed after finishing this. I broke down. My face contorted and couldn't hold back a stream of tears for half an hour straight. My lips were quivering and I was groaning and I could barely breathe; I almost never respond this intensely to things.

Stories about apocalypses normally benefit from their own silliness. These narratives never feel real; they're either too fun, dramatic, or action-packed to have substantial weight. But Goodbye Volcano High is exceptionally hard to swallow.

These feel like actual teenagers. They have real interests, their diverse identities are relatable, their dialogue sounds genuine, they mess around naturally, their tabletop sessions have all these little details and comments that make them feel like the ones I've had, they have awfully relatable casual conversations, and their issues are grounded. For a game about dinosaur people, I always felt like these kids were human.

When you take some of the most real feeling characters I've met in any game and have them face the existentialism that arises from fears of an apocalypse, I was constantly on edge. This is a story where its characters have to grapple with the inevitability of their deaths, and at no point was I not deep in thought regarding their fate. Their happiness, each tuft of fun, and all of its love and positivity is carried by the gargantuan burden of questioning what will happen when that asteroid hits.

When characters make comments about "asteroid facts," describing things like "if you hit solid rock hard enough, it can liquify," it's some of the most disturbing shit I've seen in a game. It may seem tame in a vacuum, but when your world and characters are this convincing, the concept of a realistically approached end of the world is terrifying.

It's especially upsetting in the beginning, when everyone treats the asteroid as a joke, with folks making memes and using it as a crutch for humor. People claiming they wish the asteroid would just hit to get them out of certain situations is so painfully real. It's a behavior that actual people would showcase, and little moments like that make me think about our own existence and how little time we have.

Its narrative is tied to our most future-conscious period—senior year of high school, where we are expected to make definitive decisions on what we do for the rest of our lives—and those futures being shattered by an unavoidable natural disaster is heartbreaking. To see these kids lose their ambitions and dreams, and there is nothing they can do but accept their fates… it's far too fucking heavy for anyone at that age to have to go through. Just thinking about it nearly brings me to tears.

And I cannot put into words how much I relate to the protagonist. Fang failing to find acceptance from their parents, difficulties with their gender identity, conflicts and conversations with their brother, being pegged as the spoiled, selfish brat, and even something as simple as being Arabic... all of it feels so scarily relatable to my personal experience. Many people won't quite get that from it, and it is probably a huge contributor towards why Goodbye Volcano High felt so real for me, but I see myself in Fang more than I ever have in any fictional character.

Today, I'm flying across the Atlantic ocean to see my girlfriend for the first time. I can say a lot about Goodbye Volcano High, but the only thing that matters is that after finishing it, I want nothing more than to hug her as hard as possible. To value the people in my life and the short time we have. The few moments of happiness we can spare in something so ephemeral.

Goodbye Volcano High shattered me, but rather than it having a debilitating effect, I want to do better at cherishing the people I love.

This review contains spoilers

Remakes often tend to be a bit of a complicated topic to think about for me for a variety of reasons. The mere idea of taking an existing piece of art and then having other people "modernise" it to have it lose a lot of its identity in order to be more palatable to general audiences is kinda disturbing at its core, and yet, I can't deny that there are cases which I think that they are welcome under the right circumstances, this version of Live A Live being one such example. I think that an essential aspect of game remakes to consider is the fact that the core intended experience is far and away the most important thing to keep intact, and it's why games like the Demon's Souls remake fail so tremendously despite very very much the same in a lot of aspects, with the simple change in atmosphere affecting the way the game as a whole feels to the point that it's totally different (and worse) despite the identical mechanical foundation. On the other side of things, a game like Live A Live actually ends up coming out feeling much better after this overhaul, with the plethora of mechanical alterations almost universally adding to the experience without getting in the way of what makes the game so good.

With the remake, I finally understand the greatness that the original game was so close to achieving, and it's because of the changes made here that I was able to reach that conclusion. The combat itself, while similar, adds a lot more information so you can better understand what you're doing, the UI is cleaned up, you can now see enemy health and when they take turns, and it feels like there's in general been a lot of tweaking to various values to provide a more tangible feeling of progression while allowing the player to better understand the tools they have at their disposal without swathes of total trial and error. One problem that I had in the original game that's fixed here as a result is that the cryptic, underexplained nature of a lot of the game's systems stopped it from fully being able to convey how many different ways the game experimented on this front, both mechanically and with how it tied into storytelling, often being hard to exactly tell whether it was a lack of balancing or a more deliberate choice for certain actions to play out as they did. By streamlining and tweaking this side of things, it now just feels infinitely clearer about what the game is actually trying to do, elevating the core experience while feeling just as experimental and creative as always. The visuals are also rather nice here and especially add a lot to the sense of scale that certain places in the original were lacking in a bit, with the boss spritework and attack animations being phenomenal at points, making it an absolute treat for the eyes and adding a ton in terms of raw atmosphere to the full experience.

I'm also rather appreciative of the way some of the more difficult problems the game presented tried to be fixed, even if it wasn't always successful. While certain mechanics and unique ideas were really helpful to have explained in more detail with a text pop up, it did tend to go a bit far unfortunately, overexplaining some key aspects that would've otherwise led to a great moment of experimentation or careful thought reaching the same conclusion. The entire behemoth chase in the far future was an especially detrimental one with the way it literally told you "don't run into this or you'll die" even though it was already so clear that you were meant to run. The other big thing that I feel was changed here in a bit of a mixed way, but one that I ended up appreciating a lot, was the implementation of a radar that pointed you towards your next required destination. While under normal circumstances I'd have hated this, the fact that you could turn it off in the settings made this far more tolerable, and ended up being a welcome addition once I was reintroduced by some of the most aggravatingly obtuse requirements for progression in something as small scaled as the settings could often be. Having this as an extra tool that I could switch on whenever I got to a particularly cryptic part, while not the most elegant solution, is a decent enough compromise considering that it ended up allowing the feel of the game to be as unchanged as possible while still making it less likely for the player to be buried in a walkthrough for most of the game. For the first time I actually want to go into a bit more detail about the individual chapters of the game as well because there's so much about this game that I can't entirely stop thinking about, with the way it plays around with so many JRPG tropes and ideas even though this was still so early in the creation of such games making it one that even though there are certain sections that are genuinely insufferable and show their age in unfavourable ways, still remains quite possibly the single most essential JRPG for people interested in the genre to play, and one that I feel like I'll grow to appreciate fully only after I eventually play it for a 3rd time.

None of the main 7 chapters are 100% played straight, but of them the Edo Japan chapter definitely is the one that feels as if it most closely resembles what you'd expect from the genre, albeit with a few bits and pieces changed up to give it a sense of flavour regardless. While the location is cool and the gigantic, labyrinthine fortress is one of my absolute favourite settings here in theory, in practice it ends up being a bit too all over the place, and the main gimmick of there being a sense of morality where you get a special ending if you kill literally nobody (playing around with stealth instead) or kill everyone is handled really poorly. The amount of knowledge you already need of the environment to be able to successfully get either 0 or 100 kills is bad enough, but the thing that really lets this down is the way that there are still some mandatory fights that simply don't count because they're either ghosts or robots. The big issue I have with this is that there are a lot of cases where the game never really makes this clear, and the sense of uncertainty about what actually counts as a kill ends up undermining a lot of the sense of choice made since more than almost anything else it basically either forces you to look up a guide or go through the slog of potentially reloading the game at anything that looks like it might be a mandatory fight. The 100 kills ending is far more simplistic in its problem of making the player explore this huuuge castle from top to bottom to kill everyone is painfully tedious The only particularly engaging way I found to play this is to entirely not care about either stealth or how many you've killed and just treat it as normal, which runs into the whole problem of the most enjoyable way of playing it to be entirely ignoring what makes it unique. The layout itself is just all around annoying and made the chapter genuinely insufferable to the point where it's one of the main reasons I can't quite justify giving this a 9 yet. One thing I will say though is that this is probably the portion of the game that had the absolute biggest visual glow up of them all, it looks utterly stunning through and through.

While the prehistory era's special mechanic isn't quite as transformative to the experience as some other chapters, I applaud the approach to storytelling here very strongly, as while the narrative might be overall pretty simple, conveying it almost 100% without any words still makes it feel extremely unique. It's all a bit juvenile in terms of its humour sure, but it's a tone that works pretty well and does capture the vibe of this silly little caveman tribe just doing their best to live very nicely. It feels like there's a bit more to do here to get distracted with as well, which once again feels pretty fitting, plus the combat itself, while being one of the most straightforward, is still a nice bit of fun especially with the fact that you have to hunt down the enemies through tracking their scent to be an absolutely perfect little touch to make it feel more akin to you hunting down prey to become stronger as opposed to being put against a harsh world without much hope of survival. Very comfy stuff, big fan of it.

The near future is probably the biggest of the main 7 chapters and is considerably more busy with how many interweaving ideas are present here. Rather than the combat itself having a different mechanical foundation in some way, the real difference in terms of combat comes from the way everything is laid out more like little puzzles, where it's less about overpowering them with brute strength, and more using the game's grid based system to its full advantage in trying to position yourself the best to take out the enemy leaders before you get overwhelmed. It's a great way of conveying the inexperienced nature of your character here, as the role he plays throughout the story isn't really a typical hero and instead is just a kid who feels like he needs to fight against whatever odds are put up against him, no matter how stacked against him that might all be. There's basically never a big moment where you fight all alone, and the one there is is also a climactic mech battle where his specific talents happen to make him actually be insanely strong for a change, so it still ties in with the clever characterisation that goes on here. Not really a big fan of some of the intermittent busywork that needs to be done and how tedious the crafting is, but for the most part this is awesome both mechanically and narratively, and is one of the bigger examples of how the game manages to so elegantly tie gameplay into its own storytelling device. It's also the other place that benefitted the most from the new visuals, the steel titan looks absolutely absurd in terms of its size now and adds so much more to any scene it's in as a result.

The rest of these chapters is where things get a bit more out there in how the gameplay is handled, with one of my favourite ideas being the present day chapter. The lack of levelling up, instead giving the player a choice between 6 bosses to fight in any order is cool enough, but the element of strategy added by learning the boss' signature attacks only by being hit by them is where it really shines. This not only makes each fight more difficult than you'd expect if you want to truly become powerful, but it adds a Mega Man-esque style of progression and turns the fights into little puzzles of sorts. One example is a simple one of one of the bosses feeling overwhelmingly strong at close range due to being a grappler, but if you've learned the attacks of the boss fight that focused on long range and mobility, you can essentially counter the core fighting style at play and take him down easily. There are so many little moments like this that make for a short, experimental chapter that is packed full of really clever design and easily makes for some of the coolest combat that it all has to offer.

Another very short but cool chapter is the wild west one, where everything basically hinges on this one fight with the entire objective to be exploring a town in a very limited timeframe to best prepare for an otherwise hellish encounter. It's a cool way to spin the exploration aspect of the game that often goes a bit underutilised in favour of more explicitly streamlined little scenarios, basically turning the entire location into one surprisingly complex puzzle that will likely take a few goes to perfectly optimise everything. The use of the townsfolk in setting the traps for the purposes of weakening the boss encounter is also a neat little way to tie things back to the theme being about revitalising the place's spirit rather than solving all their problems entirely on your own.

Imperial China is the absolute peak of the game conveying narrative however and I don't even think it's particularly close to me. Starting off as a fully levelled character to represent that he's learned as much as he possibly can in his life is an interesting enough spin on things, especially since most of the fights in here are against disciples you're training, but it's the progressions of these fights and the way that a lot of it isn't directly told that made me fall in love with it. By the time you get to your final bout of training fights, despite being far less experienced overall, these disciples are likely to be surprisingly tough fights, as while you might be far more knowledgeable and experienced than them, you are also a frail old man who's been approaching the end of his life for a while now, and the toll of such a reality become increasingly apparent as you continue to fight against those of a younger generation. What I love about this is the way that this closeness in strength is never really directly addressed as these fights are going on, but it feels so clear that something is going wrong and that you've been deteriorating all this time. This also adds a lot to the disciple characters as well in the final act, with them being as strong as they are but still feeling this ever growing need to continuously push themselves further, to become more experienced to truly feel worthy of becoming a martial arts master rather than simply having had the torch passed to them before they felt as if they had become knowledgeable enough for the title. Overall just a masterclass of basically every aspect of the game.

The distance future is definitely the coolest experiment to me however for basically having 0 actual combat, instead just wandering around the ship as the story progresses. A lot of really lovely atmosphere here too, evoking something that feels almost like a middle point between Alien and 2001: A Space Odyssey and being able to nail it even with everything being these funny overworld 2D sprites. Very cool idea to have been done for this one section of the game and a really cool way to mess with the fundamentals of the genre as a whole, even though I'll admit that it was also where I had to make the most use of the new radar function.

The middle ages is an interesting part in its own right due to the total lack of defining characteristics from the gameplay or setting, instead feeling like its own take on a Dragon Quest or Final Fantasy adventure. It's really the story that sets this one apart as one of the best parts of the game, with twist after twist as the world basically crumbles around the protagonist until everyone turns against him. I absolutely adore the villain that gets created from this and think that the idea of Odio as a whole is incredible with how it not only creates this truly threatening presence, but also plays nicely with the whole trope of the villain insisting that they'll return again, because in this case it feels along the lines of "yeah I know you'll be back, I already killed you then as well." Really emotional stuff through and through here, genuine gut punches all down the road even though I even knew what was coming this time.

The final chapter of the game is an interesting one and also a pretty awful experience too unfortunately for the most part. The core idea of having the final boss available to you and the only thing stopping you being a lack of strength is obviously cool, but it doesn't work too well in this game due to the fact that it ends up being really grindy and tedious. Live A Live's grid based system is amazing for being able to provide extra avenues for the designers to craft more varied encounters that often represent specific things that couldn't otherwise be expressed, but the one thing that it really cannot do too well is be an actual, regular JRPG without any frills. The middle ages chapter could only get away with it because there was not a point where getting stronger felt required, it just naturally happened throughout your journey, but in this, the express purpose of the chapter is gaining strength, and the process to do so really starts revealing all the cracks in the game's foundation that were able to be largely ignored until now. The grid system that acted as such a strong component of most other parts of the game ends up feeling like another way a sense of tedium is introduced, with grinding not even being able to be done through turning off your brain and mashing A for a while, but always needing to actively think and position so you can actually deal with the enemies. I'm all for a game that demands a bit of a higher order of thinking for the most part, but the moment you start introducing grinding/fighting waves upon waves of random encounters, making the player have to actively think about every step they take makes it feel like a Sisyphean task which drags the final hours of the game out an ungodly amount. The fact that there are barely any new enemies here too also sucks, and all the cool little interactions that are dependant on which character you start the chapter as don't do enough to justify the unengaging experience leading up to the final boss, even if said encounter is a fantastic way to end things.

On the whole, I absolutely adore a lot about what this game is doing and the remake fixed so many issues I had with the original experience that I feel like I was finally able to appreciate this on a much deeper level. It still has its problems with a few sections being an agonising and boring task to get through along with a lot of smaller problems that can muddy the experience from time to time, but even so, it's a great time. To see a game that was so wildly experimental and ambitious updated in a way that maintains practically off of its identity while being elevated to this degree is an absolute blessing, and this is indeed a purely essential game for people to play if they're interested in JRPGs on a slightly deeper level. One of, if not the most important games I'd recommend for such a crowd, and I feel like another playthrough will bring this up just that tiny bit more for me to let me wholeheartedly embrace it as an all time favourite.

The first Final Fantasy blew my mind. Maybe it’s because it’s the first Final Fantasy game I’ve ever played, maybe it’s because it’s the first RPG I’ve played on the NES that physically shows your characters fighting the enemy rather than using the classic 1st-person view, maybe it’s because of that stupid flying boat I’m now obsessed with. Who knows. But what I do know, is that Final Fantasy I is a fucking AWESOME game that has withstood the sands of time beautifully. Throughout this review, I will be comparing Final Fantasy with other NES RPGs I have played, which is just Dragon Warrior (1986/1989) and MOTHER (1989).

I played the game on my NES and had absolutely no issues with lack of save points, enemy/boss difficulty, and getting around to figure out what to do next. The manual for Final Fantasy 1 is insanely kind, going above and beyond what the already jampacked manuals for the time usually had. Again, the manual, not the guidebook, gives the player information for where to go until you discover the airship. That’s pretty much the end game, with help knowing the best weapons and places to go until that point. The manual of course also includes all the information for enemy, weapon, and armor stats, and a map of the whole area to boot. Final Fantasy gameplay wise is also just very, very player-friendly, with little need to ever grind if you focus on destroying every group you run into. In fact, I would argue you will quickly become OVERpowered if you focus on eliminating everyone you run into. With Dragon Warrior and MOTHER, I definitely had to put aside time just to level up between bosses, while Final Fantasy seemed to always lead me to be just the right level at just the right time, even when running away from a lot of the bigger groups.

Final Fantasy is a gorgeous game on the NES, even including cutscenes and a credit roll, something I don’t think I’ve ever seen on a 3rd-generation game (though I still have lots to check-out!). The music is really impressive too, with a very large variety that I can think back on fondly (though my wife eventually had me mute the TV because she couldn’t stand it lmao). I loved all the effort put into both the visuals and music in this game, and appreciated even the little things we might not think much about today, such as being able to change weapons and visibly see your change (I love the Coral Sword for being a bright hot pink hehe), the cute little dance after beating an enemy, large and varied groups of monsters to fight against, and the awesome and varied transportation you unlock throughout that only helps you move faster and faster! That’s what’s great about the original Final Fantasy, it really feels like a great video game conversion of DND. You pick who you want in your party, get to name them, create little stories in your head, and play them through a fairly open story that you can adjust to fit in a way you may prefer. My party had two fighters, a thief, and a red mage. I drew my own interpretations of them which you can see here!

My biggest complaint with Final Fantasy is that a bunch of the spells and magic are just plain broken in the game, so stuff like mages not being able to raise their intelligence and certain spells simply not working was a bit frustrating, but I heard they fixed that in later adaptations, so that’s good! Sadly, it did affect my playthrough, so I gotta dock some points towards the game for that as it was a bit annoying, and had me restart from my original team of fighter, thief, white mage, and black mage.

I feel there’s so much more I could say about Final Fantasy I, but I feel I’ve already rambled enough. It’s truly a wonderful experience and has so many fun visual elements that I felt were missing in Dragon Warrior and MOTHER. MOTHER came out after Final Fantasy I, and I’ve never played Dragon Quest/Warrior II though which is a NES/Famicom RPG with a party system that came out a year or so before Final Fantasy I, so that might be a more fair comparison, but oh well! This is the experience I have so my review is going to play off of that! If you’re looking for a 3rd-gen RPG to get started with, Final Fantasy I has to be the most player friendly I’ve ever played, and I can’t recommend it enough!


4.5/5

Kentucky Route Zero was a game that I had first heard about right around the time I made my Backloggd account, and while I never really knew how long it would take for me to actually get around to playing it, I never could have expected me playing it all the way through using the iOS port, of all things. Despite how often I played them as a kid, I've generally dropped mobile games altogether (aside from the occasional redownload of something like Jetpack Joyride for a week-long nostalgia trip) and I've especially avoided the mobile ports of games I'm actually interested in playing due to how shoddy many of them end up being, but since the iOS version of Kentucky Route Zero was free if you signed in with your Netflix account and cost a whopping $24.99 on other platforms, I decided to give it a go on my phone and spent the next few months playing through it. Putting my lack of experience with the point-&-click adventure genre aside, I can't really say I've played anything like Kentucky Route Zero before, and while not all of its decisions worked for me, I still found it to be a beautiful work of art whose moods and themes stayed in my brain whenever I wasn't playing.

Throughout its five acts and interludes, Kentucky Route Zero ends up feeling more like an interactive novel than a traditional video game, and since that exact phrase has been used by many to describe my top two favorite games ever made, this choice ended up working wonders for me. There's this quiet, yet poignant sense of melancholy and loss that can be found in every one of the creative choices here, as the minimalistic artstyle and user interface, naturalistic and often echoey soundscapes, and the few uses of actual music gave all of the environments a ghostly sense of decay. Along with the characters in Kentucky Route Zero all have some layer of tragedy to them, the conversations that they have throughout the game primarily consist of opaque recollections of people, places, and objects that have either disappeared long ago due to company buyouts and bureaucratic hurdles or never even existed to begin with, and having so many of these personal stories mesh together made the game's themes of memories, nostalgia, and the death of Americana at the hands of unchecked capitalism both prevalent within the context of the game's world and relevant outside of it. The strength of the writing in Kentucky Route Zero was just as prevalent in the story's actual structure and beats as it was in the sorrowful dialogue, with the game blending elements of literature, film, and even theatre into its paranormal and often abstract brand of magical realism to create an experience that is as ambitious as it is ever-changing.

Maybe it's because my attention span has been ruined by the more high-octane games I've been playing recently, but despite how fascinating and enthralling I found the ideas of Kentucky Route Zero to be throughout my playthrough, I couldn't actually play it for more than, say, 20 or 30 minutes at a time. In small chunks, this game is great, but longer play sessions of Kentucky Route Zero often left me feeling restless, and since some of the scenes felt outright sluggish in their pace rather than deliberate like the rest of the game, I found myself cutting my sessions short just to allow myself to appreciate the game more when I came back later on. The intervals were also a bit of a mixed bag for me, because while some of them were very effective, others were either too short to have any real impact or went on for too long without saying anything new, and I do wish that they were a bit more consistent overall. Kentucky Route Zero also features a final act that essentially boils down to running around in a circle and hoping that an interactable person or object would actually spawn in, and since they only appeared about 50% of the time for me, I had to quit out and restart this section multiple times just to get it to work properly. Kentucky Route Zero is not a perfect game in my eyes, but it's still brilliant and evocative in everything that it does well, and I'm really interested in seeing what Cardboard Computer has up their sleeve in the future.

Sights & Sounds
- Interesting polygon-heavy environments interspersed with stark, often vector-looking maps and effects
- Other than that, there's not much in the way in the way of visual effects. It's a story-focused adventure game. You know what you're getting yourself into
- The sound design is really nicely done, from the pleasant environmental background noise in the peaceful bits to unsettling scraping metal and walls of static. The game challenges your patience with the unpleasant sounds at times
- There's a lot of excellent original music. Although you're not required to, it's worth waiting around to hear the full tracks if you enjoy folk or bluegrass

Story & Vibes
- I don't want to spoil the story, but I don't think anyone would understand what I was saying even if I tried. In broad strokes, you start off as an old man trying to make a furniture delivery. You quickly become waylaid in attempting to find your destination and begin accumulating friends
- This game requires a lot of patience. The story unfolds slowly and is heavily self-referential. Keep track of what the characters look like. It's worth it in the end
- Before you read further, understand that the rest of this section will bore you to tears if you don't read much. I studied some of this stuff half my life ago as a college student. Proceed if you like books
- The game makes heavy use of the literary technique of "magical realism". Although the most popular practitioner of the style is probably Gabriel Garcia Marquez (Love in the Time of Cholera; One Hundred Years of Solitude), the game's setting--Kentucky, obviously--more aptly evokes the stylings of the American South rather than South America. There are echoes of Modernists like William Faulkner in the somber, brooding scenes, but the playful, bright tones are more reminiscent of contemporary authors like Fred Chappell (I Am One of You Forever)
- Beyond the magical realism, there's a lot to dig into here for fans of Modern and Post-Modern literature. There's obvious references to the poetry of Robert Frost, and the monolithic, nonsensical bureaucracy is suspiciously Kafka-esque, but readers of Post-Modern drama will pick up on influences from grounded-in-reality playwrights like Eugene O'Niell and Arthur Miller as well as absurdists like Samuel Beckett and Tom Stoppard

Playability & Replayability
- It's an absurdist, story-based adventure game. There's not much by way of gameplay. You walk and click
- Fortunately, there's a chapter select. I'd like to come back for the achievements I missed. I'm not sure I want to do the whole thing again, though

Overall Impressions & Performance
- It's a very hard game to recommend. It's for a very specific audience. If you've spent a lot of time reading or studied literature at some point in your life (academically or on your own), you'll probably at least have an appreciation for what this game is trying to do
- It won't tax your system at all. I played the entirety of it on the Steam Deck, and it ran very smoothly. No bugs or crashes

Final Verdict
- 8/10. Assigning a score for this is hard. If you have an appreciation for post-modernism and literary references, add 2 points. If you don't like those things, subtract 5. I really liked the game, but I can see how it would be polarizing even among adventure game fans