186 Reviews liked by aphexgothicc


Every Pokémon game is Pokémon Sleep to me

Wonderful game in nearly every aspect. Brings Kirby 64 in particular to mind, which is always welcome if you ask me. Had a blast through and through, bar emulator issues that led to me switching cores halfway through the game.

But on the other hand, what was their problem? When writing out the ending, specifically. What was their problem

This is what it feels like to drive in Atlanta

I don't think I've ever been more jealous of a creative environment than the one that let this happen, nor have I been more disappointed at the complete rejection this game was met with by the public at large.

wihsin i got some brain of the uk if you feel me

MFers be like "how does Nintendo keep doing it" and then you check the credits and the same people have been working on these games for 75 years instead of getting replaced every 6 months

Take the "Drakengard Review" challenge! Do NOT start your 5 star review with "this is the worst game I've ever played"!

Tall Glass of Water Game Design
Cool Summer Breeze Game Design
Crisp Floral Print Shirt Game Design
Cold Side of The Pillow Game Design
Taking Off Your Socks After A Long Day of Work Game Design
Freshly Peeled Orange Game Design
Riding a Bike Downhill Game Design
Popping the Perfect Number of Ice Cubes Out Of The Tray With A Single Twist Game Design
Seeing Your Favorite Movie In An Air Conditioned Theater During A Heatwave Game Design
A Dump So Big You Feel Hungry After Game Design

Link tearing through the lands of Hyrule on the shit that killed Shinzo Abe

You guys spent $70 on Bad Piggies

After apprehensively approaching the slightly unwashed shop clerk at Cex (a UK second hand game retailer) and nervously asking for “My Stop Smoking Coach” I think I want to pick up smoking just to cope.

No. You can't make me approach PaRappa with any degree of objectivity.

Let me tell you what PaRappa the Rapper is.

The PlayStation was such a revolutionary console, and not just because it did 3D pretty good. It was the first significant challenge to Nintendo's vision of the industry. Sega, SNK, NEC, whoever - they were just trying to adopt the established playbook for another audience. Sony didn't want to do that. They had a reputation to uphold. They were a gateway between music, film and art into the household. They'd follow through on that trajectory on their first dedicated videogame platform. They wouldn't only seek out innovative, talented game developers in Japan, Europe and America to define the console. Music and art would need to play a substantial role in shaping the PlayStation.

Masaya Matsuura and Rodney Alan Greenblat were two weirdos who could only have been who they were in nineties Tokyo and New York. Experimenters, producing quirky little projects with no obvious utility or market, and selling them to whoever could be convinced to put them in shops. Nothing speaks to how different the PS1 was to the PlayStation brand of today more than the fact that they not only funded PaRappa's production, but published it in Japan, America and Europe.

PaRappa can't compete against the pounding thrill of modern rhythm games. Its gameplay is very rudimentary. Just copy the phrases your teacher says. The feedback on what you did right or wrong isn't well illustrated, especially since the game encourages you to experiment with your own rhythms. Buttons are displayed on a phrase bar, and there's little on-screen indication of when you're jumping to the start of a new bar. It doesn't really matter how badly you do throughout each level, as long as you nail the last couple of bars. There's a ton of trial and error in PaRappa, and I can't blame anyone for finding it too frustrating to stick with. In a way though, that's part of the charm, and that's everything that the game has going for it.

The game's sense of humour is incredibly tame, and equally weird. Visions of toilets flying out the car stereo, and the pump over here coming with a truck. It provokes a reaction from anyone, and for me at this point, it's pure love.

PaRappa is an idyllic vision of summer in young adulthood. Sitting outside the donut shop, planning birthday parties. Sitting on the hill in sunset. All incredibly innocent, benign and lovely. PaRappa's journey of being taught to repeat single phrases, until he's eventually performing entirely original phrases, on stage. It warms my heart.

You can't overlook the overwhelming sense of 1996 weirdness in its visual presentation, either. It's odd to see PS1 textures with varying line thickness at all, instead of rigid pixels, but the pre-rendered stuff invokes the game with a sense of scruffy, handmade breeziness. They've crammed as many different kinds of objects as they could into the cutscenes, with (then) high-poly, shiny models, the flat characters, low-resolution backgrounds and even a cut to live action footage of a rocket launch as PaRappa shits himself. It's fiercely distinct. Uncopyable. Other aspects of the follow-ups and rereleases have improved different aspects of PaRappa's formula, but none have come within a mile of the PS1 game's charm.

It's not a game worth taking seriously, and I love it more for that.

I imagine that I play a manager who constantly darts between members of an overworked band in the middle of a performance in order to wake them up whenever one of them dozes off- playing their instrument for a few notes in order to remind them what they are supposed to be doing before handing it back to them.

Pretty fun portable rhythm game but whoever made 4 note chords should go fuck themselves