87 reviews liked by blocboyhima

tyypit sanoo et tää on paras souls-like fromsoftilt mut ne on idoottei joten älä kuuntele niit

Deus Ex lite, like a fan game who thinks they understand what makes a Deus Ex game good but doesn't actually understand what actually makes a Deus Ex game good. Too many lost opportunities.

Definitely not a bad game, but not good one. If you are fan of immersive sims and Deus Ex games series, you won't regret playing it at least once.

game got me holding my breath like IM the one underwater. mf no

Rayman, I'm sorry I neglected you.
Oh, I never expected you to run away and leave me feeling this empty.
Your "YEAH" right now would sound like music to me.
Please come home, 'cause I miss you, Raymany.
(Rayman, come home)
Rayman, come home
(Rayman, come home)
Rayman, come home

I love this game dearly.

It's one of my favourite, if not my absolute favourite, games that Ubi has released in the last decade.

Is it a little cringy? Yes.
Is its approach to internet culture a little "how do you do, fellow kids?" Yes.
Does it try a little too hard to be funny at points? Yes.
Is it somehow sweet and sincere, in spite of all that? Absolutely, yes.

Much of that sincerity comes down to the cast of characters that make up DedSec San Francisco itself, including the protagonist Marcus Holloway (my personal favourite), engineering specialist and mask-wearing bad-boy Wrench, artsy activist Sitara, autistic sweetheart Josh and their man on the inside, Horatio. Together, they come across like a motley crew of ne'er-do-wells who don't exactly exude toughness and grit. However, that's definitely part of their charm and why they do most of their activism remotely, so it does work.

Compared to the first game, WD2 definitely does lack a strong villain, trading an old, intimidating mob boss with his hands on every part of the city for a douchey tech CEO with clout and connections. In some ways, he does fit for this particular story, but the stakes aren't quite as high for these characters as they were for Aiden in the first game.

To that point, I do take umbrage with a particular plot point where a certain character exits the story. It's clear from the buildup and the scene in question that this is the 'actions have consequences' turning point; however, this character isn't really brought up again past that point, and in the grand scheme of things, it doesn't seem to go anywhere, which is a shame.

Still, the writing and story beats are strong enough overall that these issues don't quite kibosh the whole narrative. I wouldn't say its overall as strong and put-together as WD1's story was, but the characters here are certainly more engaging.

Gameplay-wise, on the whole, I do enjoy Watch Dogs 2 much much more than the first one. Much of that is thanks to how beautiful and alive this
game's recreation of San Francisco, especially in regards to dynamic NPC interactions and scenery. It sounds like Ubisoft is paying me to say this but you really can just walk around the streets, listening to the fantastic radio soundtrack and not doing anything besides that and still have a great time.

The rest of the gameplay's fun factor comes from how they've rebuilt the core mechanics of the first game here to an impressive extent. Hacking is no longer a one-button affair, and is instead its own mini menu with several sub options that each do different things to help you get through a particular area. Parkour is also way more fun than it was before. True, it's perhaps a bit slower since they focus on more flashy, acrobatic movements but it's just so fun to run into obstacles and see what Marcus will do to get around and over them.

When it comes to combat however, my feelings are mixed. Shooting is still more-or-less still foundationally the same as the first game and can be fun with its repertoire of weapons, however melee is a bit slower and, much like the first game, you don't have direct control over it and its just a one-button takedown.

My biggest issue with combat in WD2 though is ludonarrative dissonance. While I don't usually have a problem with this, especially when it comes to Uncharted games, as I understand you have to take some liberties with the story you've set and separate it from the gameplay so it can still be fun, here it kind of hinders this side of the game to a degree. Marcus doesn't seem like a cold-blooded killer like Aiden Pearce was/is and using the game's vast array of lethal weaponry on enemies, regardless of whether you feel they're deserving, just feels wrong and doesn't fit him as a character, or indeed the rest of DedSec too.

Thankfully, there are some non-lethal options in the form of stun weaponry, including guns and grenades. These do get the job done, but you need the extra ones that come with the DLC to even approach a level playing field with the enemies in the game's mandatory combat segments.

Weirdly also, Marcus's melee count as lethal takedowns and there is no option for a non-lethal version of it. The game doesn't even tell you this, either.

I call this ludonarrative dissonance, because that's all it is. Whether you choose to engage lethally or non-lethally has absolutely no baring on the story or Marcus's character development and is just there to give you more options. It's a shame that they opted out of keeping the reputation meter this time around as, in my view, this game deserves the use of it far more than WD1 was, since that game just canonically assumed that your Aiden was killing with reckless abandon anyhow.

Still, even though it sounds like I have big problems with WD2, I do love it a lot, certainly more than its predecessor. It could absolutely be a better game if you take my aforementioned gripes with it into account, but as it stands, it really is peak Ubislop open world goodness that I unabashedly enjoy.


I don’t give a fuck how cringe the story and characters are this game is so much fun to fuck around in.

Need the hacker phone in real life NOW.

What makes The World Ends With You so special is how it uses its medium and genre, which is often aimed at a specific kind of introverted youth, to encourage them exit their comfort zone. Everything from the story to the mechanics tells the player that yes, video games are cool and fun, but go out and experience life and interact with others too. The battle system is an extremely unintututive simultaneous dual screen action game, mirroring the difficulty of communicating and cooperating with others, but is also incredibly rewarding to those who put in the effort to overcome said difficulty. Just like real relationships. The progression system is centered on mastering as many abilities as possible, encouraging you to constantly cycle out your moveset and experience new ways of play. Difficulty can be modified on the fly, but you are incentivized with more and better loot for trying to make things as challenging as possible. There's a wide range of music genres, fashion styles, and youth subcultures influencing the game's setting, hopefully introducing the audience to new interests. The game even rewards you for not playing and going outside; just have your DS closed in your pocket as you go about your day. The message of the game truly shines because you can see the devs practicing what they preach: creating something so weird and different from the average RPG, basing its setting on real life locations and cultures outside of gaming. The World Ends With You is a title that does reflect this overall theme, but personally I think the original Japanese title illustrates it more beautifully: It's A Wonderful World. Go out and experience it.

Yea I hate Destiny 2, it's my favorite game

'Persona 3 FES Fan Excited To Finish Persona 3 FES For The First Time'

(Contains spoilers for Persona 3 FES: The Journey)

The second the trailer for that hilariously overpriced DLC expansion pass for Persona 3 Reload dropped, I realized I had to be more than a stereotype. It was time for me to beat the Persona fan allegations of “knowing a story only because I watched the cutscenes on YouTube.” It was time for me to beat The Answer before it becomes cool…

Okay. That's all like. 30% of my actual motivation for doing this. I replayed the entirety of The Journey beforehand as a way to cement my feelings towards the original in the wake of Reload. And due to my various gripes with Reload’s presentation and also generally just preferring the original on most fronts, I didn’t think it’d be right if my first, proper experience with The Answer was through its remake. Though I’ve replayed Persona 3 FES many times before, this post-story gamemode was something I was never in the mood to finish after reaching the phenomenal conclusion of the original story. I never saw a continuation as necessary. And I think P3’s dungeon crawling loses much of its thematic meaning and intrigue when you divorce it from its other social sim half. Even now, after properly finishing The Answer, I’d say my initial concerns weren’t unfounded. But there definitely is still much worth in the experience.

Right off the bat, I adore the set up. Characterization is one of Persona 3’s strong suits, and it’s on full display here. You’re immediately stricken by its understated, yet somber tone. The rest of the story is quite solid in showcasing the various ways each member of SEES have either developed or regressed since the original story’s end, but the banter of the opening few scenes alone communicates these ideas in such a perfect fashion. SEES’ fallibility has always been one of my favorite aspects about them as a cast. They’re beloved for that sense of realness and humanity that permeates throughout each member, and their flaws being so highlighted is a key part as to why. They might dramatically “complete” their character arcs through Persona evolutions or strengthen their own convictions to the degree where they can clash with the embodiment of death itself. But none of that means the writers won’t continue to portray them as the messy little fucked up group of teens that they are. And this idea is what The Answer most strongly reinforces. As showcasing the self-destructive actions they make in reaction to facing such a devastating loss is the entire crux of the story.

The Answer shines the most with its character writing in three clear cases: Aigis, Metis, and Yukari. The former is a perfect lead for the protagonist to pass his torch to. Aigis’s arc up until this point already shared much in common with her emo husband, as they both primarily developed and gained a sense of identity through their collective experiences alongside their friends. So fully cementing her as a Wild Card just feels extremely right, especially after the bond the two form in the main story and this version's newly added Aeon social link (best social link in the series btw). Newcomer Metis exists primarily to strengthen Aigis’ character arc and she does a phenomenal job at that. It’s clear from the start that she’s meant to reflect Aigis in a symbolic sense and the parallels between them only grow stronger in terms of effectiveness as the story builds up their relationship. But despite playing a more function oriented role in the narrative, she is still incredibly entertaining. I clapped at every scene where Akihiko threatened her life and she responds by casually telling him to shut the fuck up. Then there’s Yukari. Do I even need to justify her role? I feel like that’s just a waste of breath. Shocking: a 17 year old girl gets a little bit mean when the boy she loves dies in the arms of another girl who’s neglecting to face the full reality of his death. Anyways, she’s great here. Though I definitely feel like her story could’ve been told with a better degree of nuance. Yukari’s always been one of the more empathetic cast members and seeing her act so abrasive towards everyone in general is a bit off putting at times. But I still respect the idea behind it all and it results in these beautiful emotionally charged scenes that’re on par with some of the best from the base game.

Though where this story really begins to lose me is its poor pacing and sloppy structure. It’s a case of stretching such a short narrative extremely thin. There’s just not enough here to justify going through seven different sequences of dungeon crawling. And while I’d compliment the characterization, I honestly feel the arcs of Aigis, Metis, and Yukari are the only things here that felt like they were written with complete confidence and intention. There’s this specific and formulaic way they go about exploring SEES as characters for the entire middle point of the story that feels so… random? They’re nice scenes to see, especially since I adore these characters, but I honestly can’t tell you how the looks into the past are supposed to add to the story’s statement in any substantial way. Also not a big fan of Metis’s info dumping or SEES’ guesswork, as a lot of it comes off as these awkward justifications for the story’s progression. It results in these genuinely intriguing mysteries and heartfelt conflicts that feel clunky in their resolutions.

I had negative expectations for the gameplay here. And that left me kinda shocked when I walked away enjoying most of the experience. The Answer is nothing but dungeon crawling, set on hardmode, with more complex boss design, and restricted access to certain quality of life features. On paper that all sounds fucking terrible. And some of it is. I, for the life of me, still question why they decided to remove warp stations before boss floors in favor of one way teleporters and a save point. To the point where I grabbed a mod that lets you fully heal at said save points (Sorry for being a filthy CHEATER, but I did not have the strength to deal with such a waste of time. I have a life 💔). But after getting over a lot of the annoyances that came from the simple concept of these changes, I came to realize that The Answer truly appeals to little freaks like me. Someone who genuinely likes Persona 3 FES’s flawed, yet bold battle system.

Battles can be infuriating on occasion due to the amped up resistances of most enemies and how that tends to bring out the worst of the AI party system, but I generally found them fun to fight. Though the one thing I’d like to acknowledge in particular are the nerfs to Fusion. That’s right. My The Answer hot take isn’t that weak shit like “it’s actually good” or “Yukari is reasonable.” It’s that the lack of arcana burst and compendium are valuable changes that add a different layer to the way you’re expected to engage with the dungeon crawling. Foresight is paramount and every fusion you make feels important. Between making sure I had each buff skill accounted for at any given moment or making the most of EXP share passives by transferring them to Personae with desirable skills, it feels like The Answer was able to bring out a niche appeal of the Fusion system the other mainline titles rarely nail. Due to my foresight and knowledge of the base game’s skill progression, I almost never had to stop and grind like I was expecting to. I was entirely prepared for 99% of the encounters I faced (fuck the penultimate Abyss of Time fight oh my god) and that felt extremely rewarding. I get that it’s harsh in design and not everyone’s experience is going to go as smoothly. But I found it was an interesting twist on a system that normally becomes less and less substantive to engage with as the game goes on.

It was really satisfying to see the credits draw to a close. I’ve been madly in love with Persona 3 FES for almost four years now and, though it’s funny to say, today is the day I finally finished it properly. While a lot of my initial assessments of The Answer came to be true, I’m glad I was still able to get something out of it in this playthrough. I’m still shocked by the amount of enjoyment I was able to find in its challenge run-esque design mentality. And best of all, it’s given me an excuse to brainrot over Persona 3 for a little while longer, thanks to the ways it expands on its cast. As flawed and half baked as it feels in so many regards, I’d say I overall enjoyed my time with it. Can’t wait to see how I feel about its remake, especially given the announcement that they’ll be adding in more story scenes. Now, someone come restrain me before I buy the $35 expansion pass for Persona 3 Reload. Hurry… There’s not much time. The microchip is beeping oh god o h no I. LOVE ATLUS GAAAAAAH!!!

Everything about this horrific homunculus and his below-average puzzler makes sense when you find out that it was developed as a Crazy Frog game - specifically, the long lost "Faces" entry in the Crazy Frog Collectables range - before the publishers went bankrupt and the developers had to replace the Annoying Thing with their own Frogsona.

Good music, though.

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