526 Reviews liked by averypaledog


Great game to unintentionally start massive arguments about in Discord servers

🎶No motive, no crime.🎶
🎶No motive, no crime. No motive, no crime.🎶
🎶Sing it with me.. I remember, when we used to search...🎶
🎶 in the Channeling Room in Kurain...🎶
🎶Good cases we have, good cases we've lost... Along the way...🎶
🎶Every case is gonna be air tight... Every case is gonna be air tight...🎶

own a physical copy of this on the DS and have since at or close to launch but only just now getting to this more than a decade later. clownery.

this was as great as i expected it to be, not that i expected anything less from a Takumi game. wonderful sprite work, music, and dialogue/narratives but more than anything i was most impressed with the animations. every single character and each of their movements have so much charm. characters like Bailey have small presences in the grand scheme of the game at large but i'll remember them forever.

i think in 2024 i'm going to make a project out of targeting specific portions of my backlog, mostly games that i have owned for extended periods of time without playing or finishing yet. i feel like i've missed out on so much.

Lived up to its reputation but I gotta say I didn't fully understand the scene where Harry looked straight at the camera and explained why circumcision as a practice needs to be abolished

Kind of took a while to get going, but it grew on me over time and it was a nice passing of the torch story. Can't wait to see how the cast grows, develops, and comes into its own in the following Apollo Justice games!

Having just finished Book 1, you have no idea how much I crave the pointless bragging rights of being able to say I completed every mainline game in this series that Book 2 is the only thing keeping me from. Probably would crave them even more if it was an actually good series.

This review contains spoilers

[Major spoilers ahead]

To get the obvious out of the way: this game absolutely does not beat the Danganronpa allegations. Sure the core concept of 'group of people trapped in a location start killing each other' isn't exactly unique to DR, but there's so many similarities in characters, events and even plot points that it's really hard to ignore.

Personally I think this game had the potential to be really good, but the writing is definitely Not; several times dialogue blatantly contradicts previously-established facts or treats out-of-the-blue statements as fact with no explanation, the cases themselves feel a little contrived, and in general things are sometimes overcomplicated or poorly explained (chapters 5 & 6 in particular suffer a lot with all the back-and-forth over who died when and how). At one point a piece of evidence is brought up that's not actually visible (both to the player and to the characters in-game), but the game acts like it is and refers to it again later in the case.

The scenario falls somewhat flat as well; even with the eventual reveal of Wato being Ideal, his characterisation as 'low-ranking unconfident novice who grows into his role as Ideal over the course of the game' clashes awkwardly with the way that from the very start the gameplay makes him the most important person in each investigation and the person who actually solves each case, so you have this apparent novice explaining a murder that has seemingly stumped half a dozen of the world's best detectives, who immediately continue treating him like an amateur in the next scene.
The gameplay also doesn't really give you the chance to put together the solution yourself; there's no 'trial' or discussion, so you just skip from the evidence collecting to the 'closing argument' in which Wato has everything already worked out and the player has to catch up.

A few other personal nitpicks: I found it hard to get attached to the characters (though I'm not really a fan of 'one trait = entire personality' anyway), and applying DR-style character writing to this kind of scenario doesn't really work anyway in my opinion. Also at several points the game seemed as if it was building towards having the player solve a puzzle or code and then...didn't, instead just cutting to an 'oh cool we solved it' moment - the only exception being the fight with Renegade, and 'choose the option the game told you three dialogue lines ago' felt almost like an insult at that point.

In all honesty I did like this game somewhat (and wanted to like it more) - this review probably sounds a lot harsher than it should - but as someone who really enjoyed Danganronpa I was frustrated by how much this game ended up falling short of it's potential, and the overarching mystery wasn't really satisfying in the end. But I've seen plenty of other people enjoy it and I can see how they would, if there ends up being a sequel I hope it improves on this.

(Oh and minus points for 'unavoidable fanservice scene with underage character' and for 'trying to restore the Pinkerton name' for some reason?)

wasn't sure what to make of this going in. when it was first revealed i thought it looked exciting when it looked more of a horror centric title but as more was shown i kinda cooled on it. add in the somewhat middling reception and i let this fall off my radar until it hit Game Pass. having actually played it however, i was pleasantly surprised and would take a spiritual successor / game in this format over a The Evil Within 3 probably.

the open world is very Ubisoft in structure (as is usually the case 95% of the time anyways) which wasn't great on paper but the execution here made a massive difference. the setting, use of urban legends, solid to great side quests, and inspired visual direction made the repetitive nature of things barely even register earlier in. while i was going around doing side missions and exploring the map while slowly chipping away at the story content i probably would've given this a 4.

as time goes on you end up left with some less compelling stuff in the open world like a metric shit ton of collectibles across different types. some of them like the relics were fine as they usually came with some kind of interesting flavor text whereas things like the statues, tanukis, or spirits (though those make sense in universe and i wouldn't flat out remove them) are way too numerous and end up being a massive drag. i acknowledge that some people don't have the worms that i do and won't need to factor this in but unfortunately i did. </3

it wouldn't have been as big of a deal if i hadn't somehow made it to the end of doing pretty much everything but still had to grind out money to purchase the last outfits, magatamas, and songs. without any side quests left i had to resort to looping the map smashing the yellow ether blocks to scrape up enough.

so basically a great experience when doing the side missions and earlier exploration, a lesser but still good experience to see the full story through in the end, and then going for full completion is rancid in spots. not something particularly uncommon or unheard of, i guess.

i didn't get to Spider's Thread at this point but i will years down the line when i return for a replay. the base game missions that came with the expansion were great and among the best in the whole game. wish more of the whole thing leaned into the horror like those did.

This is THE definitive extreme sports game. Everything you could want is right here. Larger than life characters. Incredible, intense speed. Pulsing, blood-pumping music. Smooth, addictive gameplay. Flashy courses with monstrous drops and BIG air. Out of this world presentation & charm. Some of the highest levels of spectacle in a game. It's got it all. It's got it ALL.

Now if you played the original SSX in 2000 you may at first think that the game's returning characters, soundtrack and maps make it just a slight upgrade, but no. No, no no no. The characters have a mountain's worth of personality added, as well as a slew of new characters to check out (my favorites are both newcomers: Eddie and Psymon). There is a new "rival" system where each character has preset friends and enemies, and can improve or worsen relationships by how you interact with them in matches. The maps have all been updated with significantly better design decisions, as well as the new stages, the fantastic Garibaldi and Alaska maps, giving a solid beginning and ending to the newly improved World Circuit. These additions make a definitive version of this game; a perfect first taste for Gamecube and Xbox compared to the PS2-exclusive original.

But despite all these great additions, there is one thing that sets it far apart: a new mechanic that set the standard for every SSX game that followed, and wished it could top. This game's true crowning jewel is in it's name. "Tricky".

The already-ingenious boost/trick system is taken to lengths far above your wildest dreams with the new Tricky meter. Like the original game, when you do tricks you gain more boost energy, which incentivizes doing tricks and getting big air during races. But now when the boost is maxed out, the Tricky meter lights up and Run DMC's "It's Tricky" begins to play. Now you can do "UBER Tricks", granting you access to some of the most insane shit you've ever seen, before or after, fiction or non-fiction. Your character will take the board off of their feet and do things you never knew could be done with a snowboard. These tricks, as flashy and intense as they are, are not easy to pull off as they need to be timed just right and let their animations play out before you land, or else you bail. But when you time it right, you get the game yelling "TRICKAYYY HUH!" and a letter added to the word "Tricky" above the boost meter. When you do enough tricks to spell the whole word, you now have infinite boost meter and can speed your way to victory. Btw, every character has a signature trick, so you're gonna want to check them all out and master every character. You won't regret it either; every signature trick is specialized to accentuate each character's loud personality. IE, Eddie does the worm on his like he's at a disco party, and Psymon spins the board around his neck like a maniac. It's fucking glorious.

SSX Tricky does basically everything right. It's a triumph, it's a party, it's a hit, it's in-your-face, and it's a banger. It's the cream of the crop of extreme sports games, and most games in general should bow to it. No one does it like Tricky.

Tricky's only real flaws are as follows:
1. The rail detection when grinding is spotty (improved in the sequels)
2. You WILL want more of it's whole thing specifically but unfortunately the game ends (not improved in the sequels)
3. EA refuses to remake/rerelease it (fuck EA) or do anything with the SSX franchise at all (do I need to say it again)

Do not shy away. Play this game as frequently as possible. Then as it becomes easier for you, play this game once a day, or as needed. This perscription's my recital. I think it's very vital. To rock (a rhyme) that's right (on time) it's TRICKY ITS-HUH-HUH HERE WE GO

I don't understand how people can like it.

Yes, the atmosphere felt good when I first played, but the game was extremely boring from the very beginning. I'm not going to badmouth it here as it might be a personal thing, but simply, i don't like this and i dont think i can ever like.

alright. i love final fantasy man. i love the art, music, and vibe of this game, but holy shit playing it makes me feels like im in the sandpaper treadmill room

Blaze the Cat is one of my favorite characters, I love her design, color scheme and general attitude. Unfortunately, I have come to accept that most of the games she is in aren't very good.

What the hell were they actually thinking with those boss battles?

The circlejerk around this being correct is proof that a broken clock (the average Nintendo fan) is right twice a day

Every character's narrative development halts halfway through the story so the Plot can kick in

Nearly every square rpg has this issue to a degree, but this is the first one to leave me disappointed when the credits rolled.

Still a very good game!! Just not as good as its siblings.

I hate okabe so much its unreal