267 Reviews liked by ddpunk


I have wonderful glowing positive things to say about this game.

I have always had a fondness for remedy's style of game making, there is perhaps nobody besides Kojima that understands how to make a game that feels like a movie like they do.

There are several moments in this game that send shivers up my spine from the visuals, perhaps it is the best looking ps4 game.

Gameplay wise, it reminds me quite a bit of alan wake just with more flavor and is less gimmicky. Mostly shooting with some platforming and puzzle elements. It's pacing is great and does not overstay it's welcome.

Story wise it might utilize my favourite way to tell stories, through the environment, lightly used cutscenes with expertly acted characters.

Maybe the best written female protagonist of any game ever, Jesse is very well written and impeccabley acted by Courtney Hope.

She says something in the game that stuck with me about even though the situation is horrific it felt right to be where she was in the moment. A line bespeaking of existential bliss, a feeling we all chase after. Well this game made me feel that in a way, it was a joy.



Fired up my 13-year old laptop that turns off if you just breathe at it wrong with the intention of playing this and, as you can see, it ran the game well enough (the few insane frame drops and freezes aside).

I can't directly compare the gameplay since I only played the original with a controller but I appreciate the fact that they gave us a bit more variety this time by adding a bunch of new enemies and weapons. There were some interesting narrative choices though that felt very "early 2010s" and not in a good way. They don’t ruin the experience but they felt a bit out of place. You probably know what I mean if you played it.

Still, it was a fun expansion that elaborated more on Mr. Scratch and Alan's current state in the series and if you're a fan of the first game then you'll most likely enjoy this one as well.

(Also, bonus points for more Ilkka content.)

With the recent Spider-Man comics hitting an all time low due to a new character named Paul character assassinating a beloved fan-favorite and a controversial change in the PS5 remastered version and upcoming sequel. I felt it was time to try out Marvel’s Spider-Man by Insomniac. Been more than two decades of not playing any spidey games. The only ones I played back then were the Playstation One games. After twenty-six hours doing everything possible I must say. It is so amazing coming back to Insomniac's take on the Wall-crawler. Filled with enough uniqueness to feel fresh from the comics, TV shows and movies they garnered. First, let’s start with the good stuff.

Story actually surprised me a great deal. I expected an underwhelming one and instead received an almost spectacular and sinister plot. Keeping me interested as scenes pass by wondering what else is in store for our human arachnid. You play as none other than twenty-three year old Peter Benjamin Parker. A dude who still struggles to properly balance his workload as a lab assistant to Dr. Otto and stopping the next villain attack when the police can’t do it as his alter ego Spider-man, and helping the little guys of course. Still keeping his identity a secret to mostly everyone while spending time as a hero for the past eight years. All of this he has to juggle while internally dealing with the aftermath of breaking up with Mary Jane Watson. Close confidant, best-friend and at one time his girlfriend. Who is employed as a reporter for the Daily Bugle. Life ain't easy for the spider-menace! As one J. Jonah Jameson(JJJ) puts it. But the New Yorkers in the big apple appreciate his help, even if he’s battling a big corporate guy named Wilson Fisk with a contact in the police department named Yuri Watanabe. And oh boy do I get mixed up between the two since Yuri Lowenthal voices Peter Parker heh. You’ll see Pete struggling with his professional duties while dealing with the new villains popping up after Fisk is gone. It’s an engrossing tale I couldn’t stop playing to know what happens in the next scene. Where good o’l Parker luck strikes again leaving our webslinger hanging by the tightest of threads against past adversaries you can’t miss out on.

Gameplay is as satisfying as eating a pepperoni pizza from Eddie’s. Very tasteful. Although, best not to do Spidey tasks on a full stomach whilst swinging across the tall skyscrapers. I’ve never felt better swinging from street to street seeing iconic places like Hell’s Kitchen, Bar with no name, Avengers tower, Brooklyn bridge, Central Park and so many more. My nostalgia is getting to me from visiting the places back then in real life. Excusing the fictional areas. I had a lot of fun swinging and pushing myself to the limit in going faster, zipping across city buildings to reach my destination. So much so, I barely used fast traveling at all! And the amount of customization. Oh by the One Above all, it is freaking awesome! There’s a bunch of suits you can gain from the story and free updates the game has. A list of my favorites include: Scarlet, Raimi, Wrestler, classic, armor MK III, 2099 black, vintage comic book, last stand, spirit and cyborg. Other’s are good too, but these I spent the most of my time in. Interestingly some story suits/side activities you complete have suit powers. Think of these as ultimate abilities. Activating once you reach enough charge. You can web enemies quickly, charge focus(another bar to defeat enemies quickly and regain health), use iron tentacles, have a shield, gain massive strength, emit fire, summon holo decoys and even use an ability to quip enemies! Insulting their pride! Hah! These are not set in stone in various costumes to wear. You can assign whichever power suits your needs. Pun intended. Aside from these ultimate abilities you can also equip three passive skills. Like detecting enemies farther away using your radar. Earning more experience points from clashing with mobs, gaining more focus, not losing combo meter and I could say extra, but I’ll refrain. Sure I had to unlock them via tokens which are earned by side-activities you can do, but hey they’re pretty wicked! Speaking of experience. You can earn it by partaking in any activity, beating up goons, completing the optional content, continuing the main story etc. There is no shortage of points to earn, level up and gain skill points to spend on three skill trees. Adding new moves, passive abilities, and heck new traversal moves too. Seriously fella has a lot of tricks up his sleeve and experience under his belt. I bet he could teach new blood on the street how to be the next Web Menace! Oh boy better not to give JJJ any more fire.

Gadgets are also a nifty way to give players an edge in combat. Sticky bombs, electric bombs, gravity suspension bombs, drones etc. All help our webslinger have an ace up his sleeve and these can be replenished freely by eliminating foes. No need to constantly equip them. You have them all at your disposal during fights. Just make sure to unlock them first and upgrade them further if you constantly use them. Helps a bunch in beating countless mobs thinking they have a chance at defeating me? Honestly, after punching thug #65 to kingdom come these guys never quit huh.

Side activities I'm a bit mixed on, but I'll praise the ones worth doing. And discuss the downsides of some of them later on. First collecting backpacks throughout your playthrough is fabulous. The webhead will reminisce about the item in question upon finding backpacks of his youth. From Sandman in a vial, Lizard, Mysterio, Vulture, Shocker and even a very stinky gym t-shirt he forgot years to collect… God the smell. Suffice it to say all of these items are worth collecting, they inform the player on our protagonist's recent history and what he was doing at the time. Next, Research stations. A project conducted by Pete’s best friend Harry Osborn is a nice change of pace from protecting the citizens through science! Huh?! How?! Well, Harry’s stations all have different objectives to do. Usually related to pollution. Benjy gathers samples from contaminated air molecules, reducing pressure on pipes, finding bacteria samples, vaccinating fish etc. All these large scale labors are a disaster waiting to happen for the future ignorant citizens and my endeavors to prevent these future problems early on. Black Cat stakeouts have you finding a black cat plushie on rooftops as Felicia(who dated The P-man) gives off flirtatious “can you catch me spider” vibes. An alluring prospect to know some hidden details from Benjamin’s past during his tenure as his alter ego. Can you imagine how he would’ve reacted to meeting Felicia back when he was fifteen years old?! Bet the kid was stuttering like no tomorrow heh. Optional missions unlock as you progress through the story and most of them are worth completing. To aid citizens who ask our friendly neighborhood spider-man for assistance. One has a random upstanding citizen impersonating his hero persona to conduct helpful deeds to people in need. Another has you storming the castle, cooperating with a college fellow pinpoint missing people. There’s sixteen in total. Some of which chain together in multiple quest chains. Feels good helping out the little guy ya know? Taskmaster challenges provide an interesting challenge for those hoping to test an arachnid’s skills. Villain of the aforementioned name gives you a set of varied objectives ranging from combat, stealth, bomb, and drone. All of which you, my unlucky orphan, must try and solve each of them within a set amount of time. Do so, and you’re in for one hell of a surprise during your quest to finish them all. Really enjoyed these set of tasks mhhm.

Before I go into my final thoughts I have to talk about my mixed feelings. Not a positive or a negative, but for the sake of transparency I'll note them down below.

Conceptually I'm fine with the idea of the MJ stealth sections, but the execution seems lacking. Since it repeats a handful of times. With the same repetitive formula of evading enemies and moving forward with some changes here and there. Like more stealth variety than having to play spy. Like going in vents, investigating clues by interviewing people, assisting Peter like misdirecting a crowd so he can evade them and find a hidden spot to change into his alter-ego safely, asking questions a reporter does, she does some investigating regarding particular topics of interest near her, but I believe this was lacking. Needs lively substance not only in writing and in the gameplay design. As a character I think the writers made her out decently well. Although I would’ve liked her presence displayed beyond phone calls to Pete and vice-versa. Outside of some cutscenes Peter shares with her, MJ’s presence isn’t given enough attention to make me say she’s fantastic. Only decently above average performance in her sections of the game. Not horrible or bad, but in the good category. She’s there when he struggles and helps him out the most when he needs it. Personally I think some more scenes with her beyond stealth like healing Peter, going on dates, flashbacks of their past, aiding May. Him supporting her. All of these instances could’ve elevated her further and by extension the protagonist. And as a result make her sections more fleshed out, instead of repeating again for yet another spy section.

Repetitive open world structure akin to Ubisoft tasks. Insomniac’s other side-activities I felt were lacking and made me weary. Clearing out districts, hideouts, warehouses and outposts. They do not offer much to extend worldbuilding and lore. Take for example: More than a dozen hideouts to clear out. With six waves of enemies coming at me. As if an army has a chance of defeating me. Lacking banter from the fighting wall-crawler or many phone calls to update him on life outside of being a protector and sure. It is turbulent with barely any balance between managing his personal, job and hero duties. But I would’ve appreciated a different quest. Give me quests in F.E.A.S.T. to help Aunt May around. While sprinkling internal monologues like how collecting backpacks were done. Indirectly help Miles while he’s at school. Imagine Miles Morales slowly becoming a real friend to the person behind the mask by helping him with needing supplies, fending off some thugs by distracting or rallying his classmates to cheer him on. Slam a wrench in the combat systems by making all his gadgets inoperable or disabling his suit powers. Transforming him to become our marvel Jason Bourne/Jackie Chan/John Wick dude in a pinch using items around the environment to wack enemies. Yes he can use throwable items, but the man can’t wield any of them preferring to knock, punch and kick enemies to KO status.

Tired of beating thugs in waves? Then go on patrol and eliminate forty-plus each of thugs, demons, [redacted] & Sa%^* crimes spread throughout each district. I had to finish more than 120 of those to clear out the streets. And this was initially a nice way for patrol and having something to do when someone calls me or I listen to a JJJ podcast, yet these seem like padding. I did complete them all certainly, but comparable to my time in Ghost of Tsushima where clearing out camps and mongols felt like a tedious activity while not rewarding me the player enough with enough incentive to complete. Like better rewards, extend the worldbuilding, lore. Drop a minor villain here and there. Drop tombstone, chameleon, spot, hydro-man etc. encounters. Even worse to think about are these crimes will only pop-up if you swing a certain distance. They’re not displayed on the map at all times. You have to idly swing waiting for crimes to happen. Honestly, give me a notification from an app to let me know about crimes happening. This could be an easy fix by reducing the filler and adding plenty more unique encounters. Make me believe New York is threatened by these villains than some schmuck or goon being told to fight the resident superguy who webs enemies up on buildings. Come on man. What am I some dude with nothing better to do than fight petty burglaries with a ridiculous spider costume? Oh wait…

Might be a controversial take, but I think the relationship Peter has with Doc, while excellent throughout, perhaps avenues were feasible in regards to their segments. Implementing organic gameplay tasks than constant spectrograph and line mini-puzzles to do. Why can’t I complete some projects using artisal science? Combine their talents together with him building parts using different puzzles than resorting to the same ones again. These become egregious as I progressed further in the main story and optional content requiring Parker to once again complete these mini-games repeatedly. Sure there is an option in the settings to excuse them, a feature I never expected but came to rely on during the endgame. Yet this doesn’t alleviate the problem altogether, rather it is more of a band-aid than a proper solution. I think more unique segments had potential to bear fruit. Its why I credit Atomic Heart a lot by providing variety in the same category to keep the gameplay fresh and exciting. Not re-using the same formula again for the sake of consistency. If anything I’m more astonished that goons resort to similar practices to conduct their nefarious deeds. And while there are several outside the norm. These ultimately were outliers. I also think some more flashbacks between the two instead of me seeking dialogue points as I perused the lab for points of interest regarding their friendship/professional relationship. Bringing a more emotional weight than ever before. Adding more show, don’t tell.

Last critique I think some more time to develop villains/characters would’ve been better. We get to know plenty of a certain N$%&*%^(E Man which has interesting developments as we progress further into the game, yet others are left to the side-street in favor of giving other villains more screen time. I get it, I really do. To focus on these important characters than other adversaries lending more focus, yet I feel this could’ve been tweaked to give us more scenes perhaps to humanize them. Granted I haven’t delved deep into the comics to know their full interactions to go beyond one note villains into the complex categories, but still an attempt is possible to make them more of a threat and memorable than being used as tools then discarded. May, Miles, Harry, MJ by extension needed a bit more time in the oven to cook. Sure they have scenes in the game, but some of them perhaps needed supplementary scenes to push their characterization further.

Before I finish, I have to talk about the DLC’s. A solid return to the main game after seeing the mid-credits and post credit scene. Called the City That Never Sleeps. Taking place after the main story is done. Three episodes. For players hungry for more web-slinging and web-menacing action. The first, The Heist deals with a Black Cat’s troubles which your resident friendly neighborhood arachnid will have no choice but to assist, the second Turf Wars, occurs after the events of the Heist. Providing a decent filler, backed by the nice development of Yuri Watanabe. And third the final dlc begins Silver Lining stars none other than Silver Sable returning, giving trouble to our main character once again. Yet good guy Spidey is up for the challenge. Each DLC occurs chronologically. So best to go in release order or else you will be confused. By the end, I believe the post game content is a good conclusion to tie everything together before we depart into Spider-Man: Miles Morales. The episodes provide new enemy types, side-content and slightly new gameplay segments for fans after the ending. Worth completing to see what Peter after the base game. Seeing him assume another role and reinvigorating his friendship with one friend are a must see after learning his relationship with one female friend. The phone calls he has with a certain student provide wonderful if not humorous conversations to witness. And the side-quests, well most of them excusing Screwball because she’s pretty cringe. Have interesting lore/worldbuilding to eat up. Man my stomach was so full devouring the paintings in episode one, and the Symkaria hideouts, mystery crime investigations in episode three.

Moving on, If there are some last notable things to say before I head out. I would say Peter’s relationship with Doc. is a breathtaking fresh take on his character and their relationship with one another. I've seen other iterations in films and tv shows and I’m quite frankly shocked by how well Insomniac incorporates theirs. I enjoyed coming back to the lab and cooperating with his employer, took my sweet time scouring new points of interest to hear and have Pete reminisce on the fond memories he shared with him to create a better world. To help those in need and despite many hurdles and setbacks. The outcome of their efforts is so beautiful. It is such a joy and pleasure to witness the super bond they share. Sure it could be improved like I said earlier, but the base foundation the dev’s have created is nothing short of extraordinary. I am greatly looking forward to the potential of what’s to come. And if he does return. Oh man we're in for one hell of a superior storyline.

Sure I did experience some mixed feelings, yet this doesn’t detract much from the sheer strengths the game envisions and strides for. I am impressed by how engrossed I was by the storyline, how satisfying it was to sling and slap, kick, punch my enemies to victory. Even quipping and insulting a core part of Parker to whittle enemies pride, taunting them is a core tactic I’ll never get tired of seeing again and again. Hell JJJ’s podcast once again putting the web- warrior down, I actually can’t help but admire the sheer guts to do so. Curbing public perception against the masked menace sure takes dedication to keep going for over eight years huh Jonah. Never gets tiring hearing some trashy entertainment while defeating countless thugs. Kinda like listening to a podcast at work ya know. Except our webspinner is listening to JJJ while multitasking eh. “Dude is a masochist” - As one Brooklyn kid says.

Overall, I think I can safely say Marvel’s Spider-Man have done the impossible by reinvigorating my superhero inner childhood I’ve sorely missed ever since the Raimi trilogy ended, ever since the Webb (I just realized we had a director with Web in his name. Nice.) films were gutted and only until the Watts and Spider-verse have kept my love for the genre going instead of resorting back to cynicism as I grew older. It is heartening witnessing such an endearing videogame calling back to what I love since my childhood. The insecurity our Webhead undergoes, the sheer struggle in managing a proper life from his alter-ego, work and personal intertwining and intersecting at times when he least expects it, the sheer weight of responsibility and power he beholds to share with others in need is both incredibly admiring and awe-inspiring. Again and again he continues to become the Hero everyone needs yet does not seek the glamor or reward. He simply does. And this entry only solidifies his excellent qualities while taking adequate time to showcase he too is flawed just as the rest of us. Making him instantly relatable and personable to nearly everyone. The Amazing Spider-Man continues to be my favorite superhero of all time and while this entry is a spectacular return to form embodying all his greatest triumphs, a careful balance emerges to display his greatest hardships too. And these two in tandem create one hell of hook to watch out for in future installments. I can only expect we will dive into marvelous troubles and epic adventures. To any Spidey fan out there, this is a title that cannot be missed. And for any newcomer, I envy you greatly with one of the best stories I’ve ever seen in Spider-Man media.

8/10

Additional Material:
Marvel Spider-Man Ending thoughts - Spoiler thoughts + DLC included.

"This is a shelter. There's nothing to steal. Get out." and he did! - A secret dialogue when Aunt May talks to a promising Brooklyn Kid from 2018's Marvel’s Spider-Man.

This conversation is incredibly important and details how strong May’s willpower is to face off a major villain all by her lonesome. And her nephew Peter Parker AKA Spider-Man also inherits the strong willpower to face off dangerous adversaries. And the sequel is no different giving off the same phenomenal faceoffs, secret dialogue, and payoffs. Speaking of face-offs. The Spider-Men will struggle against new foes on the hunt with a different flair from the earlier. Like noticing sand in the air… Hmm… Strange… Guess the forecast for the day is sandy, with little chance of rain. A pity. Still what remains from the foreboding skies is a bolder game from the previous installment with new developments and reaching higher wings alongside venomous tidings. And yet a question arises whenever any game receives a sequel and follow-up. Is it better? And 2020’s Marvel's Spider-Man: Miles Morales? The short answer is yes. And the long answer is a bit complicated to call this almost everything I wish for.

Before I start I have to say I’m no expert regarding how sequels do a stronger job than the predecessor. In my eyes the next entry has to meet certain criteria to call itself worthy. I won’t bore you with the exact standards because sequel principles vary for every other individual and everyone has their own values on which they can base. To put it simply and succinctly I’ll say if any of ‘X’ improves that the earlier entry didn’t. Then that should be enough. I’ll attempt to condense my thoughts as to why Marvel's Spider-Man 2(MSM2) exceeded my expectations to the point I think it is a spectacular must-play for those who enjoyed the first and follow-up game. Without any spoilers. I’ll try to vaguely reference without hinting at anything concrete. If I fail to do so, you have my permission to send me to the dark dimension. First, the story. Moving past the sinister plot in the beginning and set up with Morales in the follow-up. Two strives to enrich the player in becoming not just Spider-Man within the game, but the man behind the mask. A focus on Peter Parker's desire to become a better person while Miles struggles to become a better Spider-Man. It features new villains kraving for a final hunt, a return of a scaly foe, and one para-. Man New York City can’t catch a break huh? Gotta stay positive and not negative with the webhead's rogue gallery eh?

Gameplay is a solid step up from eating decent pizza from before. Now we're having quality dishes served for NYC’s finest without a certain J. Jonah Jameson(JJJ) harping on our heels. Same but with improved combat and traversal mechanics. The former received new abilities to utilize like spider arms reminiscent of Parker's greatest enemy. Switching between the older and wiser web dude to a Brooklyn kid. So, you can’t go wrong playing as either a mentor or a fresh dude on the block to help the innocent. Morales has youthful, vibrant enthusiasm for taking on his new role from his debut and MSM2 demonstrates a wonderful way of how he is coming to terms with helping beyond Harlem for close to a year since his debut. As you progress further you can unlock new abilities once you accrue enough experience, allocating tokens for new suits and gadgets. These help instrumentally and leave a nice way to keep the gameplay fun factor fresh and exciting. Costumes allow you to customize each protagonist's looks with favorites like Cat Bodega and Scarlet + 2099 suits with classic into and across the spider-verse outfits. Honestly, there’s plenty to unlock to suit your needs heh. Gadgets return, a tad bit simplified from the many weaponry you could utilize, but it's not a downside since you have new abilities to utilize. Both arachnids have their skill trees with a shared linked tree to take advantage of new combat moves on foolish baddies. Super cool. The latter concerning traversal introduces a new form of travel in the form of webwings. And I kid you not, I felt like I was transported back in my childhood playing Spyro once again except taking inspiration from the guiding wind mechanic from Ghost of Tsushima in the form of wind tunnels to guide and accelerate our web slingers across blocks and tall skyscrapers. The new addition is very satisfying to a degree I find myself forgoing fast traveling multiple times to woop in delight as I soar to the skies and keep my arms by my sides to keep my speed in tip-top form. Ah, magnificent. Man if Vulture or Shocker were here, I bet we could fly circles around them.

Side activities (including city-wide collectibles) are a remarkable improvement. In the past I had mixed feelings about them as a whole since there were some activities worth completing to become a taskmaster with some caveats. In the 2020 game, they for the most part improved on the side content a vast deal. Here they’ve taken a sensational upgrade, with minor blemishes I’ll discuss later. Without going into too much detail to prevent spoilers. Mysteriums, photo ops, M. memories, Flame, FNSM App, prowler, EMF experiments, cultural museum, Brooklyn visions, and hunter blinds/bases are satisfying to complete in my honest opinion. To give a brief praise why: Mysteriums offers both a visual treat and somewhat of an extension from 2019’s Far From Home film concerning a mysterious baddie. Taking on handicap challenges to defeat within each location. Photo ops return. You gain cool NYC lore from Pete’s old Daily Bugle coworker Robbie Robertson. M. Memories, offers a melancholy monologue from the man who has sand, offering the big question of why he’s here and what he was doing. Moving on, The Flame quests is a nice departure from the pleasant vibe of the city, detailing a very serious tone and atmosphere bringing a familiar companion back to spice up moments. Love the companion of which I wont to say the name, but I’ll keep it as a surprise. The development the individual undergoes with Parker is a must-see and offers a tantalizing tease of a possible DLC. Anyway, the friendly neighborhood Spider-Man app returns taking cues from 2020’s excellent side-content to help the troubled New Yorkers in the Big Apple is without a doubt spectacularly strong. They’re not the most fleshed out, not visually stunning nor are they dropping maximum compelling narratives with eyes glued to the screen nor do they offer awesome scenes with the funnest gameplay inside. Instead, what is here is simply helping your everyday citizens. And while others might see this as “meh not worth it then!” I assure you if I were to rank all the optional content. This would easily be at the top. Two requests in particular brought home an excellent display of the man behind the mask to help the people in need. Howard and the Grandpa's request demonstrate the little things of simply talking with a person in need resulting in I would say superbly profound dialogue I witnessed. I want to say so much more here and why I appreciate these two requests in particular but I’ll refrain. Suffice it to say, please complete them. The other quests from the app are also beneficial to do to a lesser extent displaying humorous & serious content.

Prowler stashes. A banger job to showcase more conversations between Miles and his uncle. Very nice re-connecting filled with bonds, love, redemption, and greater insight into the brotherhood between Miles' father and his brother. Excellent addition from the 2020 follow-up. EMF experiments, please forgive me for not saying the acronym, but again a pleasant surprise for when you learn-ingame. This features creative tasks to do in a similar vein to the research stations in the first installment. Here were charged with healing the world. Using methods to help citizens via finding alternative sources of food, preventing pollution, and providing new means to make the world a better place. Much like how Pete and Doc did with their start-up. Terrific to do featuring different tasks like blasting wasps, testing out a new bike, and more. Man, I couldn’t get enough of these. Cultural Museum surprised me considerably in enriching the player on notable African-American idols while intertwining an investigation spearheaded by none other than Miles and his mom. Finding clues as to who would try to steal priceless artifacts related to music. Nice to see them not just for culture learning, but bonding with his mom. Brooklyn Visions is a series of simple, yet creative tasks on Miles' high school to help his fellow students. Sneaky Insomniac pulling inspiration from Talos Principle puzzles, a rescue, a very heartwarming quest to help a student help facilitate a proposal for homecoming, etc. Lastly, Hunter blind/bases offer a classic clearing out hideouts, but I felt they’re more reduced in quantity and far less in numbers which is a smashing plus in my books because the previous game featured them too much imo. You also get a nice slice of lore background upon completing them. So worth it to complete. And it is cool to flex out new powers to test on foolish goons who still think once again they have a chance at defeating the spider-bros. Seriously, these guys never learn…

Speaking of learning, the devs learned quite a lot since their debut with the webslinger back then. I am over the moon to say there are plenty of interactions of the men behind the mask to show, don’t tell. And this is huge because at the core of the wall-crawler is a man who continues to struggle to manage his personal and hero life. His relationships with Mary Jane Watson and Harry Osborn, two lifelong buddies, are instrumental in giving him the push and nudges he needs to support him and vice-versa. I witnessed endearing flashbacks back in high school, I spent a well-earned break with my loveable comrades in an amusement park. Taking the time to wisely, but gently push Miles to remember his college application. And partake in an old memory with none other than JJJ. These memories are vital to Pete’s mental health and maintaining a healthy balance. It is something that was touched upon earlier, but I felt it coming more into fruition here to a high degree. This coupled with interesting gameplay sequences like finer stealth sections and not drawn out added a stronger tie to the plot while delicately embracing bonds, friendship, brotherhood, and even love. Magnificent to witness and playthrough.

Also, I can’t believe I’m saying this, but I like JJJ’s podcast. Shocker I know. I didn’t before since dude continues to be a douchebag. But the sheer amount of mental gymnastics the man has to go through to tear apart the Web menace/s is quite frankly amusing to hear. More so to listen to how he included Miles in the equation with Spider-Men. But I have to give props to him. Due to one segment in the game, which made me go “Huh I didn’t think of him that way before.” A layer was peeled off upon completing the segment and in a way brought a shaky new light to him. So here’s to you Jonah I’m giving you the praise for doing that. Although, I can never forgive you for smearing Pete’s name over the years… manchild never quits having a hate mode for all things web-like.

Before I forget I have to confess on coming into this game doubting how much Miles will contribute and I’m glad to report how wrong I was to think of that. There are plenty of main story and optional quests to undertake which do a sizzling job of contextualizing the kid becoming a man, and transitioning his life from high school to college all while maintaining healthy relationships with family. Despite hurdles along the way, he manages to help his mentor in becoming a reliable partner. Shows no fear in telling the truth and admits when he’s wrong to become a better person. Struggles internally with understandably traumatic episodes with unresolved emotions toward someone I shall not name. But here, we see so much relatability emerge and how the human element of Miles shines brightly among the darkness. And most of all he’s not alone, others think highly of him and support him when he needs it. Like Hailey. There is a wholesome segment regarding her which made me reminiscent of Jet Set Radio Future oddly enough. Pretty rad.

Before I move on, I must talk about the fantastic accessible settings the game features. QTE autocomplete, puzzle/explicit hints with skipping, chase assist, dodge/parry timing increased, swing/parkour mode, tricks mode, and turning off visual effects like motion blur and depth of field is an absolute godsend. I kid you not I abused these settings without an inch of shame so much so it increased my enjoyment of every aspect of the game to the nth degree. No more failing chases, no more head-scratching puzzles! There are loads of different and varied ones you can complete so it feels good to try and solve them before resorting to the skip option. Moving on, forgiving dodge/parry mechanic, auto web-slinging, and turning off unneeded visual effects help so much in making the hero’s life easier. Don’t get me started on the quick-time events. I love watching the cutscenes uninterrupted without the requirement to press a button. I get it if others like that, but for me, I prefer a smooth scene to watch, soak in the dialogue, and take a breather from intense action sequences. At least it's not Hideo Kojima long cutscenes to movie length here… Despite the fact, that I love long cutscenes heh.

As much as I love the game. I did have some mixed feelings. Not a positive or a negative, but for the sake of transparency I’ll note them below, since I think these elements could’ve been improved, cut, or redone. Let's start with the big one.

Two villains needed more screen time and development which was another case I talked about previously for the 2018 game. And while I didn’t make a review(yet) of Miles Morales I completed the game twice to get a feel of them. From what I could ascertain, the 2018, 2020, and 2023 arachnid games share similar problems with not enough focus on antagonists/s which I won’t name. Twist the knife deeper and attack one of either spider’s family/friends, more depth to the bad guys, more missions. Additional screen time and development. Etc. While MSM2 improves tremendously in doing something for past foes. An element I liked to see. Nonetheless, I was hungry for everything above on my suggestions regarding the two. However, I think the devs do a good job of fleshing out enough of the rest you’ll come across later.

MJ stealth missions are back and while I was dreading their possible resurgence, I have to admit it does improve a bit from the original formula. Thankfully not dragging out too much while giving her enough new tools to help. Their frequency of coming back to these sections is enormously lessened too. Granted I believe they could’ve forgone with some of this or implemented other changes than a back to the old rinse and repeat method. The director sure ain't caring a whole lot it looks like, which I think speaks volumes about her stealth sections. So perhaps it’ll change in a possible third entry? Though considering his words I heavily doubt it. Would love to be wrong though.

Several activities needed major improvement. Such as Spider-Bots return in certain parts of the game and as a collectible to collect which I love, but this time I'll discuss strange spider-bots in random parts of NYC to capture. I find it mega lacking since both web dudes will say a brief comment and a very short note in the collections menu. Felt this could be improved like how finding backpacks included a nugget of lore for past Spidey villains. They could’ve added a recording from where the bots originated to confuse Parker and Morales on why the information being extracted feels so unfamiliar and familiar. Nonetheless, the reward for collecting all of them is such a tease for fans. So I recommend it despite my thoughts on it. Furthermore, one optional activity is rinse and repeat following a drone. With barely any payoff in the end. Nice to know the outcome, but I think this could’ve been constructed differently to make the gameplay more engaging. Thankfully there is a button you can press in the menu to skip the activity altogether, yet this is merely a band-aid instead of a proper solution. The [redacted] nests are pretty repetitive time-limit challenges to complete by preventing enemies from destroying a device to destroy said nests. An easy alternative would’ve been to include more lore/worldbuilding here or replace it by having our heroes rescue our allies. Granted I will give credit for making it a cleanup task to do.

Finally, there is a stretch of the game I won’t pinpoint while excellent in its execution I think the section needed more time fleshing out. At least two to five plus hours more to let the events that occur settle in and explore more complicated nuances in what happens in friendships/family. This ties into the [redacted] nests from earlier along with more missions to showcase devastation, further ramifications of a character's actions, and worthwhile optional content related to it. Why not a side mission to save some close friends? Family? Heck, even JJJ. Introduce new enemies taking advantage of the city and criminal team-ups. I had heavy nostalgia despite the fact I’ve barely played any Spider-Man games. And there’s one in particular this game takes large inspiration among other things like the films.

One silver lining to all these mixed feelings I have that it doesn’t impact my overall experience too much. The full package of controlling either Spider-Men and living their private life is as gratifying as it is to see their hero life continue among troubled times. Which reminds me of one quote that the dev’s continue to hit time and time again to marvelous effect. “-nothing ever turns out 100 percent OK; he's got a lot of problems, and he does things wrong, and I can relate to that.” From a Stan Lee interview with the Chicago Tribune. We see constant internal and external forces continuing to batter our strong-willed protagonists to the point I was left on the edge of my seat at times. Saw them during their darkest moments. Leaving me filled with dread and anxiety. Yet despite these tumultuous emotions. There is careful thought, precision and passion in crafting original new material while taking great cues from classic sources we know like Raimi’s Spider-Man 3. among certain liberties with one of their IPs to excellent effect. Making MSM2 almost like a careful love letter without treading on familiar material to utilize. Embracing realistic and surprising scenarios sending my eyebrows nearly to the top of my hairline and my eyeballs close to expelling from my sockets. So you could say I was pretty impressed by how far Insomniac continues to twist the narrative to make it both compelling and impactful to newcomers/ veterans well used to spidey lore. And boy oh boy are we in for one hell of a ride with a spectacular duo. If this is how much Insomniac upgraded after several years, I can only shudder at how much a third possible entry would reach in the future.

8.5/10

Additional Material:
Why Miles is the MVP - Major spoilers to endgame, good focus on Miles parts.
Villains and %^&$ - Same warning as above, related to what I discussed early on villains doing something
Black Suit $%^* - Same warning as above - Related to my last point in mixed feelings
Discourse on Peter and Miles - Same warning as above - I’m hesitant to link this since I think its kinda controversial in the fandom, but I think its good food for thought. Regardless, I agree with OP.
Marvel Spider-Man 2 & Raimi’s Spider-Man 3 scenes compilation - Same warning as above. Related to my point on Raimi above. I love it.
MJ in Spider-Man 1 vs. Spider-Man 2- minor spoilers, but meme sums up her performance to a T.
If this Be My Destiny - Fascinating look on early Spidey and one of his most defining traits.
My spoiler thoughts throughout the game up to the post-credit scene - same warning as above
Spider-Man’s Marriage- Not related to MSM2. But this recent news is so uplifting I have to share it since we’ve been in major dark times ever since Paul was introduced in the comics. Finally, good news.

I’m impressed by how Lunacid captured me. Not entirely, but the sheer passion created by Kira and others is worthy of note. For a dark fantasy first-person dungeon crawler. Inspired heavily by FromSoftware’s Kingsfield and Shadow Tower IPs. While I haven’t played those games in particular, I know the style and gameplay enough from videos I’ve seen. Other influences I feel worth mentioning are Zelda, Castlevania and another franchise I love, but I can't say or else it'll spoil a major thing. I'll give you a hint though. The person most famous for creating this IP is from Square Enix. Even those with no experience may find something worthy of note to be found. Bonus points for those who love/like Souls entries I would say it's enough to tickle your soul's interest into overdrive. I know it did for me.

Nonetheless, the dark fantasy tag is apt, but I want to highlight one element here and that is horror. And though I have limited experience in the genre, I feel there was enough stuff here to warrant it because I had plenty of spine-chilling moments crawling up my back. Facing off close to a dozen truly nightmarish creatures I wish I didn’t have to face since I was constantly yelling “Nope! nope! nope!” Slowly making my way through grayish stygian corridors with none other than my handy torch or ghostlight magic to illuminate my surroundings during my inkiest of days. While fearfully at times investigating corners or empty rooms for any hidden surprises. Phew… Be that as it may. Lunacid doesn’t boast a must-play in the story-telling department nor does it captivate me with thrilling combat mechanics. Instead, the music captured my heart, and the dungeon exploring fueled my sense of curiosity like a cat where I could not stop delving deeper into the Great Well. A fresh and diverse chunk of enemy variety, spells, weapons, and level design consistently kept my fun factor decently high against several heart-pumping segments and concerns I found. I'll talk about the enjoyable parts first and discuss several alarm bells later.

Story-wise, a short exposition begins detailing how a great beast brought an age of death and how the inhabitants throw the wretched, criminals, and ill into the Great Well. And you, the main player character are one of those unfortunate souls thrown in. Escape, fight, learn, what lies beneath. That’s the main gist to get started. And after completing everything in the game in eighteen hours I can only say the narrative isn’t the strongest to entice players. Instead, the freedom to explore, level up, and find what lurks in the shadows and caves! And more kept my intrigue! The fascinating NPCs you encounter every time during Wing’s Rest(the main hub) were enough of a reason for me to come back. Listening to new stories I didn’t expect would be delightful. Imagine sitting on a campfire listening to the storyteller. Kinda feels like that. Except in reality, I'm listening to a forgetful skeleton by the name of Clive casually drinking HP potions like no tomorrow. I’m still in disbelief where it all goes…

Moreover, the gameplay loop of exploring, fighting, and healing is a formula I found oddly satisfying. Though, I admit early on about 30 minutes in I was not particularly enthused. Only took an hour plus before I slightly became enthralled. I cautiously explored the first area to find another entrance to a dimmer zone called the temple of silence. From here, I was hooked. This lightless section filled with mummies and a haunting atmosphere sped up my heartbeat beyond the average. I found myself beset with anxiety, fear and reckless courage to brave gloomy corridors. A trusty sword, torch, and my low levels kept me slowly progressing until I achieved victory by finding a crystal shard. Shards can become sites of rest to heal, teleport you to past crystal locations, and most importantly level up your stats. These can range from increasing health, mana, melee & spell damage. Most unique in these stats is the inclusion of jump and running speed which are essential for newcomers. Don’t doubt the speed at which you run. By upgrading the stat value you can run away from enemies and whittle down their vitality until their demise. By the same token adding points to your jump stat allows you to jump across obstacles you wouldn’t otherwise reach. Both horizontally and vertically. Ties well enough into the level design. So the gameplay loop of fighting enemies, gaining enough experience, leveling up, completing sidequests, and healing, returning to new grounds is a fun cycle.

The world of Lunacid is as free as you can muster. And as deep as you can bravely master. Don’t see constant boring walking simulators here. Levels are intricate and provide multiple pathways through interconnectivity. I almost hesitate to say this is a Metroidvania except I'm not forced to have essential abilities to progress. Certainly, several keys are needed to progress, but for the most part, the varied amount of dungeons are carefully constructed to induce a wide spread of biomes to venture. With enough secrets, clever wall positioning for hidden valuables, verticality for platforming(not a lot, but a decent number), and multiple zones within. I saw filthy sewers, stood in awe of a red sea, held my controller tightly upon entering a deep tomb, and became mesmerized finding greenery! As if Nintendo decided to swing by and whisper in Kira’s ear “Hey! We want a forest dimension!” And voila there it is. I gorged the countless books in the library archives, tackled the looming castle, and sought the throne within. Even undertook the challenging abyssal tower for the greatest of all treasures shining under the pale moonlight. Yes, my wanderlust was satiated. Conversely, more than half a dozen, I dreaded due to the enemies I found to be horrifying, but regardless of the nightmarish creatures, I breathed a sigh of relief upon realizing each locale I visited. I think we're carefully balanced not to the brim filled with mobs of baddies. The placement of each of them throughout my playthrough felt balanced and not too sparse. I even found kawaii inhabitants in the most uncommon of sectors. To embrace or for those with murderous tendencies, you can eliminate them if you wish.

Simplicity in mechanics is a core focus. I didn’t find anything complex in the systems. And I would say it is a strength to keep it simple. Jump, attack, guard, use spell 1, spell 2, activate item 1, item 2, etc. These are all you need while paying attention to your health, mana, and charge gauge(This determines how hard to hit opponents). Aside from the easy-to-learn stats. You can equip any weapon without any stat requirement. The rule applies to magic as well. However, you can only have two slots to equip. And both of these categories have a great wealth of equipment and arcane to discover. Use ranged weaponry like a bow and arrow or any manner of swords to the smallest of daggers and unconventional arms like clubs or hammers and lance. Additionally, quite a decent sum of these melee armaments can be upgraded once you accrue enough experience for the equipped arm! Great way to evolve a weapon granting better stats, and a new look, and perhaps may give you the edge unexpectedly. I found a broken hilt and turned it into a fire-sword! Not gonna lie, it looks like a fantasy red lightsaber. No need to use a torch anymore in shadowy regions heh. Doesn’t take all that long to fill up the experience bar. Although, a decent chunk of endgame weapons can take a bit. Do yourself a favor and wack breakable objects or cheese the method by whacking a dead enemy, raising the values faster than you can ordinarily fight mobs. Sadly spells can’t be upgraded, but there’s a plethora to choose from. My favorites were healing magic, a god-tier moonbeam, lightning, and summoning a classic companion from the good old days. Won’t say the name, but if you played any of the franchises I mentioned above you’re in for a good time, not a bad time. Naturally defensive, utility, and support are available. Move faster, barrier, create coffins, rockbridges, fire, dark, light, wind, ice, and blood elements are at your disposal. Go mad you crazy wizard. Weaponry can be found in various ways through NPC’s, enemy drops, and by mere searching on the path ahead. A good incentive to explore every inch. Hell, you may come across a hidden door revealing good loot or a new shortcut.

The soundwork is stunning. I felt a wide range of feelings upon hearing the music. I felt the sorrow and hatred of realms giving off plenty of melancholy and sadness. I nodded vigorously upon hearing uplifting instruments turning my sad soul into one of light. Full of brightness and joy. I have to hand it to Kira, ThorHighHeels, and others. Holy. Black Magic! They manage to keep me invested. Notwithstanding becoming unsettling, yet oddly enough some tracks were atmospheric and tranquil. Also, super love how entering a new location will show the track name listed in the bottom left corner. With author credit on who composed it. Wish more devs included the feature. Thereby, we can properly credit the composer/s and see what track occurs when entering a new zone. Seriously underrated aspect, while I listened to pleasant sounds! Soft instrumentals like pianos and percussions are used to great effect to give off peaceful melodies. Accompanied by a diverse amount of tracks to hit specific spectrums like anxiety when you’re lurking in a dim tomb or inside a desolate area full of forgotten criminals. Even sewers are given lots of love to be eerie and kinda desolate. By far my favorite is Serence which is the main hub theme you go back to. Much like Firelink Shrine from Dark Souls. A place of rest and quiet comfort amid constant fighting. I was lured by the gentle sounds and stayed in it for countless hours. It’s not as heavenly to the Nier lengths of a certain franchise. For what it's worth, the ambiance and soothing rhythm beats while trekking, battling, and healing left me with a feeling of contentment.

Despite all the praise I’ve been sprouting I have to talk about my mixed feelings. Not a positive or a negative, just stuff I felt during my playthrough that could be improved or tweaked.

First, my biggest disgruntlement is the lack of a lore archive or database. As a lore-nut I always wish games had a menu option, you can constantly reference and go back to the documents you found or significant objects during your travels. Especially for those who like to litter the ground with papers of scattered entries. A prudent feature, you don’t need to reference user print screen images or steam’s handy screenshot key like I did where I stored countless notes I found during my ventures into the deep. Providing a reference point or allowing the player to go “Hmmm I see” like a smart fella where you can see all the cards falling into place. Connecting pieces of documents by process of elimination and linking them to the worldbuilding if I see a common pattern or core thread to tie knots. Here my knots are fraying at the seams at the frustration I have since there isn’t enough of a focus to properly identify half of the notes I found to a person. The papers I found only give a quote that ties into the locale, but the missing person’s identity leaves me befuddled at the meaning beyond a random person’s woes to give off a false illusion of being careful of what lies ahead. Thankfully, not all the notes are like this. More often than not the books I found say who wrote the message like Sir Garrat, Bonnard(random tangent, but I'm speechless at what this guy did), Jusztina, & Ophelia. Everything else? Nothing, I can’t connect the person to the vicinity or race, only allocate their message to the residing location where I found the quote. Still not a big deal, since my boney dude Clive was lore dripping me with lore stories. They more than makeup for this transgression. Highly recommend checking them out. Always love what they have to say to me every time I return to the main hub.

Second, the alchemy system feels underutilized due to the pitiful volume of drops you may gain from random chance and perhaps no materials at all. Making the early to mid part of my playthrough somewhat of a struggle for resources. But not necessary to scavenge. For example, I didn't have enough of the exact materials to create a mana potion, I had to rely on destructible objects and be careful of how many health potions I had on hand. There is a shop, but you can only gain money from destroying objects and defeating enemies. You don’t gain a lot during your playthrough. This becomes hampered by a plethora of usable items that the game teases you often by showing the formulas but doesn’t fully express itself to the fullest extent by again a lack of materials. Maybe I played in a weird format and that’s why the required ingredients didn’t show. But I thoroughly explored every inch and crevice, and something clearly went awry. I think giving more monsters and flora you find of the common ingredients would be a better alternative. Additionally, instead of dropping one measly morsel per enemy death. Or none at all. Make it double or triple if it's a common rarity we need for consumables. Thankfully, you don’t need to use the alchemy system, I only used it after the final boss to see what recipes I was missing. Feels like a supplementary system attached to give players extra breathing room.

Third, a multitude of factors: more bosses. I can count on one hand, the exact number including to a lesser extent mini-bosses. I get it’s not supposed to be souls-like and more of a Kingsfield-like. However, I feel it's a missed opportunity since there were plenty of open spaces in various biomes I visited that could’ve been used to test the player. Granted, less than a handful of major bosses do a great job of testing me to my limit. And the sick art models and artificial intelligence made fights visually interesting. Kinda weird to expect more, when there isn’t. Additionally, I abhor the fact there is an enemy in the game that steals your money. I lost over 500 bucks. I was devastated. Needed the money to buy a very expensive weapon. And I’ve been saving in bulk since the start only to lose it all in the 80% mark. Couldn’t regain my wallet after defeating them either. So beware! Happens when you’re in a sandy region. Keep an eye on your vitality. And don’t get hit. I paid dearly for it. Don’t be a fool like me! I was arrogant to think I could defeat this dastardly foe. Furthermore, there is a bit of obscurity in certain areas like not knowing how to use elemental spells to open doors and how to achieve one of the endings clearly. Consequently, I highly recommend looking up a guide for those. I’ll post links below to help players in case they're in a slump. No shame in finding the solution instead of spending 'x' hours struggling. I used them only when I combed every new field blind and then checked a map guide to see if I missed any.

Finally, I think more NPCs could’ve been added to make a handful of spaces filled with more life in spite of the apparent and purposeful design to keep it somewhat sparse. Inducing a sense of anxiety and fear ramping up. Certainly, there are NPCs in various sectors, but these are only used more than a handful of times and don’t offer much besides several sidequests. I’m not asking for a new person per new biome. Feel it is a 50/50 chance of there being one and perhaps gives me something to do other than finding/fighting new enemies and discovering new loot. Along with the occasional minor puzzle here and there by pulling or destroying mechanisms. The game does a good enough job with the existing characters inside that you can help each of them during a level to complete their side quest. So extra individuals to spice up locations. A tiny bundle would suffice. Doesn’t even have to be friendly… Could be a rival or murderous individual who hates us. I think that would’ve been a nice twist.

Overall, there’s a decent sum I appreciate from trying my first-person dungeon crawler. With no bugs, crashes, or major framerate dips encountered to my utter relief. Took me over a week to consolidate my final thoughts. Nevertheless, my mixed feelings don’t affect the overall game too much. The biggest hurdle I think is the fact the beginning may not be the most enticing and it takes a decent effort to sift through beyond the mundanity, yet for those patient enough. For an indie-Kingsfield-like, Lunacid shines once you familiarize yourself with the simplistic core mechanics and express courage and genuine interest into crawling into the unknown. The accompanying sound work deserves special praise, and I cannot for the life of me wait until the soundtrack is available to purchase. It is not the next must-hear for unheard composers, but for an indie, I am awe-inspired at the sheer quality of most music tracks. The nuance in level structure by not adhering to a copy-paste in every single pathway kept things fresh and new throughout my eighteen hours. Becoming more complex as you progress further with no big difficulty spikes. A nice way to raise the challenge once I reach the endgame. Not too insurmountable while taking a fine line to be not a cakewalk even for my level 92 cleric. Ok, maybe I was too over-leveled… Well... it's okay. Going overpowered is good in my books hah! In the end, I hesitate to say this is a must-play to try for newcomers in the genre due to its shortcomings. Rather it is merely a valid choice to consider. So if you’re interested in this type of game I would suggest checking videos of the gameplay and reviews to get a broader idea of what you’re looking into. For fourteen USD I think it's a fair price for what you’re getting. Better on a sale. Anyway! Excuse me while I fill up my backlog on dungeon crawler games I missed out on! While keeping a close eye on whatever else Kira is cooking up.

7.5/10

Additional Material:
Adventurer’s Guide & Before I play - All around guide and other helpful tips to keep in mind.
100% checklist - To help those trying for 100%
Maps, Secrets, Items - Need a map?
WIP Alchemy list - Alchemy recipes
Other reviews on Lunacid - Other reviews to read
Curse’s review - touches on a lot of points I like. Not to discourage others, but to give a circumspect view.

In a 1999 developer interview. Keiichiro Toyama says “What is it that sets Silent Hill apart from other games? If I had to answer that question in a nutshell, it would be the atmosphere, which I suppose is vague and ambiguous. However, if you play the game, I think you will understand. Silent Hill is an orthodox game with no outlandish or innovative gameplay mechanics, but it is suffused with a unique atmosphere and mood, not only in its appearance but also in the story and sound.” - Director of Silent Hill 1(SH1).

I couldn’t help but come to the same conclusion as Toyama’s answer of ‘atmosphere’ as the final credits rolled in my blind playthrough of Silent Hill 1. The atmosphere permeates throughout my time running through the titular town full of dense fog. As I controlled the main character. Harry Mason. An everyman who has no special titles, or special powers, is neither rich nor an individual who has super connections of note. He is simply a regular dad desperately searching every house and street for any clue, to recover his missing daughter Cheryl after a car crash gone wrong. And so begins our journey, as he battles/evades otherworldly creatures all while unknowingly trying to survive in this horror-filled place.

Storywise, I found his journey to be a cross between safe storytelling mixed with a jigsaw puzzle. Looking back I can construct how the narrative is achieved by effectively omitting key details. By the time I had all the pieces, I could complete the ‘puzzle’ so to speak. In doing so I was treated to a relatively safe journey in regards to not throwing my suspension of disbelief into smithereens while spreading the plot breadcrumbs interesting enough to lure me further into the mystery. In spite of the slow threads in the beginning. Be that as it may, once I hit my stride in schools and hospitals my will to continue deepened further. Enabling me to question everything and everyone within the bounds of not delving too outside the box to conjure. The regular who, what, where, when, why whodunit. Kept my brain tingling for morsels of information to seek the answer to my relentless inquiries. And thankfully the ending I received satisfied me to a measure I cannot help but applaud for. Well at least for receiving the ‘G+’ ending. And while there are other endings I’ve seen on YouTube. The overarching narrative felt uncommonly used amongst the other horror games I've played thus far. I wish I could give more concrete examples, but that would inadvertently lose the magic and surprise.

The atmosphere toes the line between the unknown and frightening to an absurd, but realistic degree. As I traveled deeper into the mist surrounding the locations of Silent Hill. Taking inspiration from Stephen King's The Mist among other influences. And to its credit, the close draw distance to maximize fog nearly in our faces works cleverly to hide the technical limitations of the PS1 era. The missing inhabitants while replicating a small town out in the country oozes with mystery in a sort of “Will there be something?” is teased mercilessly. I enjoyed exploring to my delight and wasn’t scared too much despite the oppressive silence and lack of inhabitants. Instead, I found otherworldly creatures prowling the dead of the day. Hairless malformed dogs prowling the streets, as winged creatures fly indiscriminately above Mason’s head to claw at him. To the nurses and doctors who are out of their freaking mind looking like a zombie at times. I admit to being scared and simply ran away from these ghastly enemies. The dense fog adds to the intrigue with incessant questions in the back of my mind. “What's happening? Where is Cheryl? What should I do? Why is this happening? How can I survive? Am I dreaming? Is this real?” These questions and more will inevitably pop up as you stumble & struggle.

The struggle is real. As I cautiously checked for enemies in rotten corridors, clean hallways, and entering empty rooms splitting the real and unreal. Confusing me, yet a handy map can be found nearby upon entering a new location. Making backtracking painless. Allowing me to easily strengthen my will, admire the presentation and reference what I had already been to. The map updates as you explore making it a vital tool to utilize. Reinforced by how simple the mechanics are. Mason can run, walk, use guns, and melee weapons, and interact with objects in the environment. The radio too helps as a sort of sound radar for nearby enemies. Helping us to prepare for what's to come. As a result, no gimmicks or very innovative systems at work as Toyama stated above. Focusing on other elements brings the core strengths to the front and center for players to devour. Grayish mist compliments well with the dead air of the soundtrack while feeding breadcrumbs to the player early on to piece and make their deductions. It is fascinating if not slightly stressful since I am playing a survival horror game. Yet I wasn’t all too bothered by the gameplay formula.

Puzzles felt adequate without being too complex. The simple systems lend themselves again and again. Becoming cyclical as you progress further in new buildings without feeling like a drag. Encounter a mysterious item? Maybe we can use this later to open a door or slot into a mechanism to open a path. Hmm, bottle? Must be some liquid I need. Keys? Oh, a locked door I couldn’t enter before surely will this time. Every puzzle I found difficult had a nearby solution to help players give off clues to solve their current dilemma. And usually, they may connect to another component, solving a dilemma could be a key to finally removing an obstacle. Out of all the puzzles I encountered. Only one of them is incredibly difficult. This was the only time I felt compelled to check a walkthrough and once I found the solution I couldn’t help but smack myself silly. So here’s a helpful tip. Check your surroundings to make sure of any missing pieces, having a separate monitor or paper on hand to visualize text hints can offer a different point of view. There are puzzles here without a hint so visuals and any patterns as delicately as I can vaguely say will prove invaluable to the naked eye. Don’t overthink, sometimes the easiest and most gut feeling may prove to be the right one.

Combat I wasn't fighting every step of the way like tank controls. Instead I embraced the simple fighting system and abused them to my advantage. Harry can equip one weapon at a time. Utilizes a multitude of melee and ranged weaponry. From pipes to knives to a pistol, shotguns, etc. The armaments helped tremendously like a hammer and the shooting mechanics aren’t all too complicated due to the absence of a reticle. As long as you focus in the direction of the enemy. You can shoot them with extreme prejudice. And man does it feel good to lay them out on the floor and kick em when they're down. Go close to an enemy? Eat a full round from my shotgun. Enemy closing in? NOPE. Time to run in a zigzag and not look back. Dying in about one blow? Excuse me while I chug a kit and some bottles without a required animation to take effect. See several mobs? Yeah forget that, Ima run past them. Pick your battles, don’t fight everything, to conserve ammo.

Felt the resource collection and using my stockpile satisfactory. Supplies are spread throughout the town so you’ll have to do some exploring off the beaten path to see any health kits or bottles to replenish your vitality. I had a surplus of bullets and avoided combat where I could to save ammo. Didn’t need to heal every time, only when I needed to. I wasn’t hindered by any inventory limit, nor was there any sort of stamina meter. He does have a health meter once you enter the menu with a press of the button. Making the lack of any real user interface where you would traditionally see one noticeable, albeit not necessary to see. I didn’t find any major issues with finding resources.

I’ll talk more about this later, but for now, I'll praise the tank controls. The mechanic where you move the player is similar to the process of how a tank moves. And this is a process you’ll need to contend with throughout the entirety of a playthrough. Nevertheless, as I became more familiar with tank life(This was my first time experiencing the phenomenon.) I found it weirdly satisfying to look at the element from a different angle. The controls accentuate certain camera angles to invoke a sense of anxiety and unease. The combat adds to this which I didn’t mind at all considering the game doesn’t shout to the high heavens to play for the fighting module. This in turn creates anticipation and tension adding to the already unsettling atmosphere. So I like it. For adding depth to the combat and fleeing.

Honestly, this emphasizes cutscenes when they play by displaying different camera angles while the dialogue occurs. And boy do I have some good news. I’m surprised by how little text there is in the conversations. Thereby not slobbering players with text logs or lore logs. Though as a lore nut, I firmly believe as long as you have enough relative lore in hand it could prove beneficial. But that is neither here nor there. Words and phrases are used sparingly as if to uphold a sacred tenet that fewer words equals good. SH1 for example follows this rule to a T. I did not see any wasted text. Puzzles and hints are included. It's like a subtly minimalist Chekhov's gun here. And oddly enough I am praising the usage of short conversations between Harry and whoever is speaking to him to excellent effect. Why? This adds mystery and intrigue to the central locations while increasing tension, fear, etc. Reinforcing the enigmatic atmosphere Toyama envisions. Seriously this is great stuff preserving minimal, but essential text to have players piece their own conclusions. Showing us, but not telling us.

In a 2015 interview from Factmag Akira Yamaoka(composer of a majority of the Silent Hill series) talks about the franchise's soundtracks and why it continues to be as influential as ever. “One of the greatest ways that Yamaoka enhanced Silent Hill’s fear building is by using music and effects in ways that run against what you’re expecting. “I wanted it to be unpredictable: maybe during a big scare I cut everything out, and maybe if nothing was happening at all there would be a lot of sound.” You have an empty hallway? Layer a few sirens and mix it in the red. You have an establishing moment with a villain or environment? Use only the sound of a sharpening knife.”

This unpredictability by Yamaoka works to an impressive degree throughout the entire soundscape. Where I felt the absence of regular conventional instruments in favor of creepy silence, air vibrations, the beating of unconventional items like banging of doors, the scrapping of blades, and the heart-pumping scratches and fluctuating radio frequencies awakens dread. Some examples I’ll pull from the OST have silence integrated well such as: ‘Downtime, never end, never end, never end, alive, nothing else, justice for you, heaven give me say, far.’ These tracks accompany many of the gameplay segments and cutscenes in a congenial manner yet interlaced wonderfully facilitating differences from the usual effects we often hear. Creating an unsettling tone to repeat for days on end as you boot up the game. Not to the point of over-use since a lot of tracks differ in tempo, rhythm, and how untraditional sound works. Seriously listen to any of those tracks and see how it differs from classical instruments. The names of these tracks also share similar connotations. Giving off a break if you will. Or time of rest. By comparison, there is another layer. And that is the panic tracks. Imagine low drums combined with a background of haunting wails or cries of ghastly echoes.

While the foreground is immersed with a layer of banging utensils harshly being hit on steel walls in a pattern that evokes slow encroaching terror. Yeah, terrifying isn’t it? Try listening to these tracks: Die, ain't gonna rain, half day, dead end, ill kill you, bitter season, don’t cry, for all, devil’s lyric, over, until death. I had to stomach through the OST again and it is incredible if not spooky. Yet thankfully enough here’s a secret to lessen the tension and anxiety. Lower the volume, no shame in doing so. I admit to doing so! The naming sense also is interesting to note again, with most of the tracks I chose from a small sample conveying notions of death, threats, and bittersweetness. I could’ve added more, but you can see the rest here and suit the tracks in other patterns. Regardless, I want to focus on a pattern. The silence tracks and panic tracks from the ones I listed earlier follow a theme, eh? The former inhabits an eerie vibe throughout yet doesn’t go to the steep lengths of making the player run to the hills. In my ears, I felt they were used to excellent effect, conveying a tingle of mystery as I ran to new rooms and buildings. By comparison. The latter displays the rush, the unbearing suspense mixed with a persistent rhythm forming an incessant need to get out. Run faster and get the hell out of traps and dead-ends. As a result, the panic tracks I think work in its favor and complement the silence to a proportion, I find myself fascinated by the two accompanying themes.

However, a third and smaller portion of tracks not of the two kinds emerges. And this brings to the forefront the classical tracks to a shotgun-filled bar full of emotions and relief. These tracks finally make use of classical instruments like the guitar strings. For example in the track ‘She’ I felt they provide a profound degree of closure. Some may see this as an abrupt slap of whiplash, on the other hand, I found it comforting. In the near silence and panic-filled corridors of ambiance. I found at the end of my main character’s journey and to my great satisfaction a longing feeling of contentment and tranquility. It is apt and so powerful to hear classical instruments shine so bloody hard. I am amazed how different Yamaoka's style conveys so uniquely and so beautifully to listen to. Granted, the effects on the unused may be perceived as annoying to hear repetitive noise effects. Although, I think it works to its benefit. Complementing the game to magically transport the player into the Yamaoka’s soundscape. Like a puppet master controlling how we feel. Just wow. Very different from other Japanese composers I'm familiar with listening such as Nobou Uematsu, Keiichi Okabe, Yasunori Mitsuda, Yoko Shimomura, Hitoshi Sakimoto, Masashi Hamauzu, Masayoshi Soken, Keiki Kobayashi, Kota Hoshino, Falcom Sound Team jdk, and Xenoblade composers. The OST manages to ride the fine line of not being either bombastic or slamming us with gentility. Filling the player with enough suspense to not overflow in sheer terror while giving enough intrigue to the limit of genuine courage. It is as Yamaoka talks about earlier. Unpredictable in building fear.

As much as I could continue praising and analyzing every morsel. I must talk about my mixed feelings. These are neither positive nor negative, but simply some things that gave me pause, could be better and perhaps a hot take down below.

First tank controls for the unused can make it difficult to achieve the right balance in the beginning. When Harry moves in a single direction, turning becomes difficult. So you’ll have to swerve to the right or left before coming around. Takes some getting used to. I was never familiar with these types of old movements and considering it was my first foray into it. My first 15 minutes were clashing onto walls. I understand it's a product of its time. And while some may say it adds tension and anxiety, which I agree to a certain extent. More often than not I crashed into walls and wished it controlled better. Could be a dealbreaker for some. I’ve heard the newest entries after the first have better controls. Though for a first entry, it's not something I'll judge too harshly. Once an hour passed by I became used to them. To help, quick-turn using L1+R1. Helped immensely for my playthrough and thankfully the game’s runtime isn’t too long or medium to deal with. HLTB estimates put this at a short length.

Second, this might be a hot take. But I think going into the game blind completely would be a mistake. I tried playing blind for 95% of my experience and while I did have a good time, once I removed some tips to know beforehand along with some of my friend's advice I would’ve unknowingly struggled. Please check out some tips. I'll put some links further below to help newcomers. Therefore to prevent further suffering. Not required, but it doesn’t hurt to know ya know? For example, Running away from enemy mobs in the streets to conserve ammo. Quickturn if you hit a dead-end and I abused the hell out of that to counter the rough tank controls. Furthermore, going blind may inadvertently cause players more trouble when trying to achieve certain endings. They can be strict. Without going into concrete details of spoiler territory. To get the G+ ending, players need to somehow pick up a liquid in a hospital and use it in a boss fight. Not the last one. There’s a bit more, but I'll let Before I play handle that. Highly recommend referencing that in hand while you play. I hope that’s vague enough to say. I am not advocating for everyone to achieve that outcome, rather I think it would help in the long run when thinking about the game as a whole. It is simply a suggestion.

Third, boss fights I think could’ve been improved a little more to induce more puzzley in design without reverting into too gimmicky territory. As vaguely as I can say. I usually evaded their attacks, then shot bullets during appropriate moments. I’m torn on this point since I think this ties into the combat not being a true highlight to look forward to. I didn’t come to SH1 to be amazed by fighting. Yet unironically Toyama in another interview back in 1999 echoes similar sentiments by saying how “The action part of the game is really just something to create the horror.” A medium to enhance the horror if you will. Although, I still can’t help but add my suggestions on how this could be remedied to make boss fights more horrory. Off the top of my head: More on escaping, instead of traditional fights. Destroying objects in surrounding environments then switching to a different weapon like melee. Surprise me with dialogue maybe and if I answer wrong, game over. Taunt me while chasing me. I wouldn’t say they're bad by any means. The first, second to last boss and final boss do a decent job.

Fourth, I wish there was more interaction in the environment instead of literal observations anyone can make. When exploring anything of relative interest in his surroundings. Harry will make a direct, blunt phrase. “No useful books.” “Nothing unusual.” “Drugs? Better leave it.” “Just a wall.” Granted, there are plenty of notes, diaries, letters, and documents to give some relevant lore or plot hooks so it’s not all bad. Feels weird though. Why not have him say different lines like “Cheryl would’ve loved this book.” or “Ah I remember this drug from long ago my wife used to use.” See how those suggestions would’ve changed some of the stale observations? Makes me wonder if the other installments made some changes to his inspection.

Ultimately I found Silent Hill 1 to be largely a leap of faith as one Ubisoft franchise likes to say. While it does have some dated mechanics like the tank controls which may vary from person to person. And the story may not resonate with everyone. Along with my other mixed feelings. In the end, hidden beneath these varying qualities I found the everyman plot to be equally as satisfying as my time in Signalis. I can only leave pretty positive after my ten hour playthrough. And oddly enough, I regret not playing this title back then in my childhood. Never played any other entries in the series either. And yet for a PSX title released in 1999, I am pretty impressed how much it holds up. Stands tall amongst the other horror games I played. Sure the title doesn’t boast the Lovecraftian edge Bloodborne grasps. The excellent pacing of The Last of Us. Great lessons from Omori or hitting the fine balance of horror and action in the Evil Within series and Metro 2033. Nor does it provide richly diverse cast to the gills like Shadow Heart and Koudelka.

Rather, Harry Mason’s troubled venture to recover his daughter is a powerful incentive to keep in mind. And the feelings of “annoyance, anger and incredible kind of powerlessness” evoked by the protaganists voice actor Michael Guinn moved me enough to see what happens in the end. Strong to witness amongst the clever backtracking, colliding with interesting and well-thought-out puzzles. Constant showing, not telling, and remarkable use of minimal dialogue I found in contrast to Parasite Eve. Demonstrating how much this little gem can achieve in a concise manner without padding. I wasn’t bombarded by useless cutscenes or tearing my suspension of disbelief a new one. Beyond the palpable unique atmosphere, intriguing everyman story and excellent sound design lies something special to anyone who has never played Silent Hill 1. I’d even go as far as to say the game has made me appreciate horror much more than I thought.

8.5/10

References & Additional Material:
1st interview - Shmuplations translated the 1999 interview with Toyama and others
Wiki links - Everyman - Inspirational works of Silent Hill - Tank Controls - Chekhov’s Gun - SH1 OST - Soundscape
2nd interview - Akira Yamaoka interview
3rd interview - Another interview with Toyama back in 1999. Different from 1st.
4th interview - a 2018 interview with none other than the original Silent Hill voice actor for Harry Mason. Michael Guinn. Fair warning does contain spoilers for SH1 & SH3. I only read the SH1 portions.
Silent Hill 1 Before I Play Tips
Silent Hill 1 manual
A short history article on the origin of Tank Controls - Cool TIL tidbits.
My spoiler thoughts on Silent Hill 1 - Heavy spoilers from beginning to end of the game

In a FAQ on Blood Omen: Legacy of Kain. It was revealed that "The Vision of Kain'' was conceived to be a game which adults would want to play. The character Kain was modeled in part after Clint Eastwood's character in the movie "Unforgiven". In this movie, there were no "good" or "evil" characters, they were all "gray". The vision of Kain was to create a game where the player is put in the position where everyone believes you are evil, perhaps even yourself. We wanted to ask the question "What is evil? Perhaps it is merely a perspective."

The notion of evil has long been exercised for, against, and studied at length for varying degrees across countless years before the release of Blood Omen: Legacy of Kain. Most often against the opposite side of ‘good,’ yet intensely analyzed with a fine pen from the schools of philosophy and psychology. Yet, here the concept is used in a uniquely interesting manner compared to all the other titles in the PSX library I’ve played thus far. Since released back in 1996. Offering a nuanced dark story, featuring an unconventional ‘hero’ protagonist. Where you play as the aforementioned character. A recently slain petty noble turned vampire on his quest for revenge and cure for his vampirism status. His quest is fraught with peril at every turn. He’s weak and isn’t a badass for one turned into a dark creature of the night. Hasn’t adjusted well to his transformation thus his monologues both external and internal display a cynically arrogant personality throughout. A type I vehemently abhor in video games. Yet I cannot help but become allured to his actions throughout as he marches across the lands of Nosgoth.

A medieval fantasy land full of vampires, humans, and other manner of terrifying supernatural creatures prowling the night and day. And before I entered the game, I checked the world map to see what the world is like from a geographical perspective. Nosgoth is filled with large swathes of diverse terrain. Mountainous regions, lush forests, spots of bustling towns, and fortified cities lie amidst the gentle rivers and calm lakes. Most eye-catching of all is the unusually large architectures: big skull, floating island, tall fortress near flowing lava, nine giant pillars, some kinda frozen water temple? A haunting mansion, and one colossal knight statue similar to the Argonath from Lord of the Rings. There’s more I could list but hopefully you get the picture. Jutting out with varied names attached related to the Circle of Nine. Nine powerful sorcerers who protect the pillars of Nosgoth. These pillars reflect the health of the lands. And I was struck with a burning wanderlust to travel to each exotic location and see what each experience has to offer me.

A clear strength at the forefront to lure me like bait on a hook for subtle worldbuilding. Sure it’s not as rich and dense as the Forgotten Realms universe or how nuanced the deep characters of the Witcher are in complexity. Nor does it boast the rich history from Fallout or the sinister and epic clashes from the Diablo games spilling into the world of man. Nay, Nosgoth’s light world-building is steeped in the powerful echelon of the circle, the unholy might of vampires grip onto fearful mortals, breeding suspicion, fear, and all manners of dark monsters waiting, watching to grab innocents and thus bring them closer to death's embrace. Oh yes, right off the bat the unforgiving tone and presentation caught me unawares to the point my wonder was viscerally torn at how brutal events play out here. Evil thrives in all forms and I am here for it.

Despite the malevolent atmosphere, I had plenty of fun here with some caveats I’ll talk about later. For now, I’ll reminisce on the good memories. My first impressions as several hours passed shocked me. To find the gameplay remarkably similar to the Legend of Zelda (LoZ) formula except twisted in a Vampire’s tale filled with a darker domain and dubious individuals at nearly every turn. Short to medium-length dungeons with multiple rooms and puzzles. Seen from a top-down perspective. Linear with non-linear segments for optional items or for the most studious in exploring to be richly rewarded in permanent upgrades to health and magic capacities. Different weapons, armor, spells, and transformations can be found and earned in optional caverns and cleverly tucked away basements in mausoleums or normal houses. Not a wide selection, but useful nonetheless in overcoming multiple obstacles in your path. Use a mace to break stone formations, and axes to chop trees blocking your way. Turn into a wolf to leap across great distances, a bat to fast travel and so much more. Hell, spells are useful when you’re in a pickle like summoning a lightning bolt to activate a switch from a fair distance. A light spell to illuminate your surroundings, and my favorite mind control. Oh, man! You can assume control of any enemy except bosses to reach inaccessible areas, activate a mechanism on the wall, procure consumable items, and even kill enemies! Seriously, I'm amazed at how versatile his powers are in both equipment and utility. I used them habitually time and time again as I progressed further into my quest. Removing anyone and anything from my path.

Vae Victus

In the opening FMV, those lines were uttered by Kain as he suffers with a big sword lodged through his chest and again used during combat as a battle cry. The iconic line and more is profoundly voiced by Simon Templeman. A man who eloquently becomes the aforementioned character to deliver rich monologues both external and internal. His many years of theatre experience provide such a dash of realism to the protagonist to the point I am instantly captivated by his voice just as any time Morgan Freeman talks. And this without a shadow of a doubt is one of the game's strongest points. “Where the entire story is conveyed through voice-over and first-person narrative.” told by Denis Dyack, who created the original concept of Kain. & director. I was engrossed any time Templeman spoke, and beyond the cutscenes lies numerous mystical signs littering the grounds of Nosgoth where he would speak. Of his internal thoughts. The Shakespearean-like voiced lines provide a fascinating look into the thought process, habits, personality, beliefs, values, history, relationships and so much more. Through Kain’s eyes, we see the story in a personal nature arise and combine with the mature plot. Complementing the FMV and plot beats in tandem with the excellent voice acting. In layman’s terms think of our central figure commentating aloud on the previous events, of goals in mind, self-doubts, and ruminations. It is here I felt the voiced narrative intertwine with the inhabitants ranging from all kinds of human hierarchy. Commoners, beggars, nobles, knights, guards, kings, and of course the nine sorcerers who become major subjects of interest to our 'hero' within thirty minutes of starting the game. Their voices contribute a stark contrast to the audacious personality our titular character conveys. Mortanius the necromancer, speaks to the newly turned vampire via telepathy. Supporting him with new goals. Vorador the elder vampire, a mighty being who without remorse advocates embracing blacker-than-night tendencies. Ariel, the balance of the circle, offers our main character an unusual proposal to cure his sickness. Common folks are not spared either. Granting hints via gossip on unnatural events occurring nearby. Spells, weapons, armor, and items are also given fair treatment. Our key player will briefly talk about the item at hand, any relevant history, and their purpose during battle. Never was tiring hearing these precious lines or other beings like foes. Administering an immersive quality and thus bringing liveliness and deadliness as we journey onward.

His journey, for a closer inspection underneath the surface, upholds a somewhat deadly, but mostly fair design in how dungeons, puzzles to a certain extent, and boss fights are constructed. Tying to the fun gameplay I mentioned earlier. The adequate Legend of Zelda-esque dungeon designs are designed with a mix of traps, like spikes coming from walls and floors. While pesky enemies like skeletons, wraiths, ghosts, murderous humans, etc litter rooms. Thankfully, the game employs a lot of enemy variety so we're not bored seeing mob #1 to mob #2. Switches and levers on walls to open a passageway, sometimes big puzzles requiring more than simply hitting a switch reside. Tingling the brain to use other means within your arsenal. Traveling to another location in a specific path, do so wrongly and I am teleported back to the beginning, one had me teleporting to different places, so backtracking may be needed to remember paths, some walkways may seem insurmountable, but using a handy spell or transformation will make the march trivial. There’s more I could list, but hopefully, you get the picture. To contend with these endeavors in dungeons lies a dungeon boss. Most bosses can be eliminated by any means of weaponry or ability at your disposal. The hard part is getting close to them. Usually, they’ll have a gimmick or two involved making any movement closer hastily punishing. For example, bullet hells. Illusion of death, oh you thought this would be a fair fight man vs. man, bouts of strength and attrition, etc. Overall I would say most of the encounters with each big baddie were decent to very satisfying. Some worrying signals to know though.

And this is where I'll talk about my mixed feelings. Not a positive or a negative. Simply some concerns I found that may prove troublesome for others in varying degrees. For me, all of these points brought the all-embracing experience a tad. Yet doesn’t detract too much from the positives the game entails.

First, every time you re-enter a room or corridor all enemies will re-spawn. In spite of already defeating them into oblivion. This wouldn’t be so egregious if we could gain a reward like extra items to replenish our vitality. Yet some adversaries are troublesome to defeat since they will always be without end once your character moves closer to them. Become public enemy #1 where you cannot escape until you run a sufficient amount of distance. Distance from what I experimented with leads from afar. You go into another room. And two. Run a decent amount so they cannot catch up to you. Both parts aren't really helpful in the long run if I need to go back to a previous room. Driving the knife deeper are several enemies like wraiths shooting magical bolts dealing a decent amount of damage and flinging you to one side. The game loves to slap several of these infuriating dudes in a room and have us try to kill or evade them. Imagine killing the insufferable apparitions only to forget there was a spare hidden path tucked cleverly. Oh, I should head back. OH, MAN. You guys again f%^ my life. For what it’s worth, these occurrences didn’t happen often, merely uncommon to rare times. Doesn’t help that we can't suck the essence out of foolish enemies to recover our strength. And more often than not I faced scores of foes where I cannot possibly suck their juice. Thereby taking my enjoyment a bit at times in a minor form.

Second, speaking of opponents. I think the game needs to lessen the attackers' devastation in the middle to late game. Enemies hit hard, so you’ll need to be careful of wasting precious items and spells. Dying here and using up your remaining heart of darkness(these are the only consumables to automatically restore you to life with 1/7 of your max health) sucks. I think more enemies chained on walls to freely replenish our vigor would’ve helped and a decrease in overall damage from 10-25% towards endgame would’ve helped smoothen my slight frustration. He doesn’t have a lot of health in the beginning. Regardless of the player exploring thoroughly to upgrade their total HP supply. Therefore, my endgame suffered a bit until I decided to use cheats the game employs. Starting from the halfway mark. Think button commands ala Grand Theft Auto III to restore health. Only used the commands as a last resort to recover my magic/health. And only when I had less than three hearts of darkness in my pockets. Die without any of the hearts and goodbye save file. Hello, game over screen and back to your last known save location. I should confess to prevent any misconceptions. I explored thoroughly to grab as many health and magic upgrades. To the point I was still struggling somewhat with this amount of health and magic Yet I still suffered through bloodshed. Even when I ran away most of the time. I barely used any blood spells which according to the spell description can restore your health from enemies. Using the heart as a consumable might also mitigate loss in endurance due to restoring a decent amount of health instead of dying and reviving. So maybe my playstyle suffered more because of this. Thus, your mileage may vary.

Third, both qualities of constant re-spawning of enemies as we re-enter rooms and high damage output from assailants lead me to believe the Silicon knights(the developers who created Blood Omen: Legacy of Kain) perhaps had trouble configuring the right balance of enemy placement and harmful properties. The fact there are cheats available leads me to believe that the devs saw this as a temporary bandaid to solve possible frustrations from lack of healing/revival items. I suspect perhaps if I were more vigilant and prepared properly with some tips and hints then maybe I wouldn’t have any issues. However, one other factor that may cause further difficulty is how the save system is implemented. Innately players cannot save manually anytime. They have to approach a blood shrine to activate. I found these shrines constantly in caverns, mausoleums, castles, towns, cities, and homes where a multiple-floor level resides. The problem is that they only appear at the start. So if you die mid-way through a dungeon. Welp, my dude back to square one. Only if you have no heart of darkness. If you do, you can come back alive. Thankfully before hitting a major boss, the devs saw fit to include another shrine before a bossfight. A large sigh of relief overcame my being once I saw this implemented again and again, yet this doesn’t remove the underlying dilemma. Progress lost is still progress lost. Losing minutes to half an hour can be morale-inducing to my detriment. So beware of each shrine location and how far you are from one. Still, the aspect isn’t a major negative in my books, since I was able to complete the game using the titular mechanic constantly. Merely a warning for those curious about how to save properly.

That’s it for my mixed feelings. Honestly quite a lot of my troubles I feel were attributed to my negligence to seek help in favor of a blind playthrough. I don’t regret it. But a lingering doubt in my head feels like it could’ve been better to smoothen out my overall experience. Nevertheless, the sheer strengths Silicon Knights employed back in 1996 deserve special praise to this day. The music hits the orchestral high notes while giving off epic drums and beats to intensify our moods into mythical dimensions. Complementing well with Templeman’s impeccable voice acting among others. Luring me like a helpless slave to their magnificent voices. Reminiscent of Louis de Pointe du Lac detailing his past stories as a vampire to a reporter in the film Interview with a Vampire(1994). And similar, but different in some respects to Sang-hyun. A priest who turns into a vampire. From the Korean film Thirst(2009).

In the end. The dark fantasy & bloodthirsty LoZ-like formula works almost perfectly, the solid arsenal and wicked powers our titular character can utilize are maximized to a degree, I didn’t have trouble figuring out the right solution to solve the puzzles. Sufficient amount of paths to back-track for the curious fella in need of any upgrades to become stronger. A large and dense world to traverse while listening to Kain’s constant monologues is alluring, if not horrifying to witness. As a consequence, we are treated to a captivating nuanced character development take, of a 'hero' into something else. A remarkable campaign experience from the good old days and most certainly punches above its weight class for the grayish gothic story-telling. Delving without excess on what shapes evil, different forms that come to be, why the notion exists, and for what purpose does evil maintain in a world against a different ‘evil.’ And ultimately what is the result of our malicious acts? Blood Omen: Legacy of Kain asks these mature questions without forgiveness. Through his eyes and actions, the unmaking of the human soul surges. Blackened with dark tapestry and removed of all sensible feeling. Hmmm… I wonder what awaits me plus others, as the saga moves forward to Soul Reaver. And what fate ultimately lies to Kain in the end.

Vae Victus. Suffering to the conquered.

7.7/10

References & Additional Material:
FAQ on Blood Omen: Legacy of Kain. - Frequently Asked Questions on BO:LoK. Inspirations, original concept, creator etc.
Evil. Origins and all forms from Stanford Encyclopedia of Philosophy - More reading material on Evil.
Nosgoth world map - Lord of the Rings Argonath - Picture example
Playing Catch-Up - A conversation with Denis Dyack, founder of Silicon knights and creator of the original concept of Kain
Interview with Denis Dyack - On Simon Templeman who voices Kain
2nd interview with Denis Dyack - on Silicon Knights and what they tried to achieve with the first entry of Blood Omen: Legacy of Kain “Where the entire story is conveyed through voice-over and first person narrative.” and more like Too Human and guild philosophy.
Blood Omen: Legacy of Kain cheats - Cheats if you need it. Think of button commands like GTA III cheats
Example of my endgame health and magic - Disregard the subtitle
Youtube example of slow load times on PS1 - Compared to fast loading speed on PC -
Simon Templeman - who voices Kain in every game.
Blood Omen: Legacy of Kain on Mobygames - Interesting to see the narrative in the genre section is horror. When wikipedia classifies the game as dark fantasy.
Plot Guide to the whole series - For all games + observations after the ending
Highly Recommend installing fan-patch on PC - Verok's GL wrapper & patch should be enough. Was easy to add after first installing the GOG version. Game is super cheap when on sale at less than 2 bucks.
Essential tips on for newcomers to Blood Omen: Legacy of Kain - Previously prior to this review. There was no section for BO:LoK. On the Before I play website. So I contacted the owner and sent him my tips! Hope this helps newcomers!

It's quite rare that I feel compelled enough by a roguelike to actually complete it, but I really enjoyed a lot about this game. The core gameplay is super fun and satisfying, with a ton of variety in enemy design to keep things interesting. Weapons are very varied as well, but only like half of them are actually viable choices. The electropylon weapon is so far above everything else though. It can straight up melt bosses without you even needing to aim properly lol.

I think the game is far more engaging in its early stages compared to later on however. Learning all the enemies and the fundamentals of the maps are very fun, and the first boss was the only one that really gave me any difficulty. That being said, the bosses on the whole are very solid in terms of visuals and spectacle, but most of them don't really pose much of a threat, the final one especially, which was quite disappointing.

Also, I feel like it was a really odd choice to have the game "finish" after act 2, when it doesn't really offer much of a conclusion at all. I would definitely advise people to finish act 3 if you want to get the most out of the story. Even then though, it's still very confusing and not explained particularly well. I did love most of the storytelling in the game though. There's lots of super interesting and surreal storytelling methods used and it really made me want to keep playing, even when I felt like the game was getting a bit repetitive towards the end (a common problem I have with roguelikes).

Returnal has a lot of themes going through it but what really stuck with me more than the story tones is the risk reward gameplay loop. Every action you take throughout this rogue like arcade third person shooter has consequences to be measured for potentially long and short term gains. Is it worth the risk at this point opening this malignant chest? How badly do I need a stronger weapon? Should I explore this Biome or take an early shortcut to the next one? Should I go in this secret room with just my starting side arm? Is the positive on this parasite worth the negative aspect? Literally everything you do is a risk reward decision, some of which can have utterly fatal consequences. I actually loved that balance scale system and though you can become good enough to overcome most negative consequences with permeant traits and experience there will be times it gives you a surprise kicking throwing you back to start all over, there is a reason the Ascension downloadable content references the Greek King Sisyphus.

choices aside, it's moment to moment gameplay is excellent. The developer Housemarque has leveraged all it's experience in fast paced arcade games to make each encounter a pretty thrilling experience. It plays smoothly and the guns are extremely satisfying to use especially once you start leveling up traits for extra abilities like homing rockets, portal turrets, leech bullets etc. I never thought I'd enjoy Rogue Likes but I'm really starting to get into them seeing that constant progression. My one issue with Returnal though is the levels. Don't get me wrong, the art design and visuals are really good, leaning heavily into H.R Geiger and the Aliens franchise in a lot of aspects with great lighting and fog effects. The game has a genuinely creepy atmosphere. What I mean is that though there are 6 biomes, 2 of them are just kind of reskinned versions of earlier ones and though there are differences with some rooms being completely new and new enemies I couldn't help but feel a little disappointed.

It's pretty much my only complaint though. The story is way different than I expected but revealed steadily though logs and imagery and the lead character Selene's voice acting by Jane Perry is really good, at times, somber, at times professional and at times a little crazy. This game isn't for everyone, I can absolutely see that, you do have to put some time into it to really get the most out of it and see some of it's more subtle aspects but once it hooks you a 20 minute run will turn into a few hours before you know it.

+ Great gameplay loop.
+ Action is fast paced with cool weapons.
+ Great art design and story themes.

- A couple of the biomes were kind of disappointing.

The game is fine. The level design and controls are frustrating at first but eventually you get a good enough feel for the physics and controls where the game becomes significantly easier. There's plenty of "soft" checkpoints where you basically cannot go down past a point once you reach it so the game doesn't feel as frustrating. Not too much mechanical depth but its fun enough for what it is.

Kirby's Return to Dream Land Deluxe feels like a celebration of the modern Kirby formula by reintroducing newer fans to the origin port of what we now understand as a "modern Kirby game." It's hard to state how important this game is to the franchise. And this remaster is a great showcase of this game's strengths.

The game is now finally in HD and runs at a nice 60 FPS which is a huge step up from Star Allies meager 30 FPS. The brilliant backgrounds can now be showcased in their full glory that are honestly still breathtaking for what used to be a late-Wii title. The newly added cell-shaded outlines was something I initially didn't love but I did grow used to them and eventually I do think it was the right choice for this remaster. Gameplay is just as great as it ever was with just snappier gameplay and sped up animations, like for the Super Abilities, and tweaks that make the experience just that little bit better. The new copy abilities such as Sand and Mecha are great additions to the series albeit extremely broken in terms of Arena runs.

Of course this remaster also includes Merry MagoLand which is a fun side mode to play with friends and the medal system does make it decently fun for singleplayer as well. I haven't played Magolor's Epilogue quite yet but I will update this review in the future whenever I get the chance.

This game is a definitive Wii title that paved the way for the Kirby series to gain greater recognition and this remaster preserves that experience immensely.

Shadow the Hedgehog should fundamentally be a good and fun experience but it’s bogged down by some baffling design decisions that keep it from being a great game. The things most people who have never played this game judge it for are actually probably the best part of the entire experience. Shadow’s guns are quick and snappy and are easy to aim and use in a variety of situations. You never feel like you NEED the guns to progress, but it's a nice bonus akin to picking up a power-up in a classic Sonic game. The edgy story and its many branching paths are nonsensical and don’t really link up to each other all that well, but I can’t help but unironically enjoy how hard Shadow tries to act cool. This game has plenty of faults but I can’t help but admire it’s good qualities that shine through the rough.

Though of course Shadow the Hedgehog has plenty of issues that do need to be addressed. The morality system is a neat idea, but the execution is entirely flawed. The branching paths are less narratively branching and more so gameplay branching. The story tries really hard to justify why Shadow would suddenly switch sides but makes no effort in trying to tie each morality choice together. Because of the amount of branching paths, each one feels more neglected then it really should have been. Gameplay wise, the branches honestly feel a bit tedious. Each choice is not created equally. Some of them you just need to get to the end of the level or find 5 objects in the level, other times you have to kill every single enemy of a certain enemy type in order to progress. It just completely bogs down the entire gameplay loop by making the high-octane Sonic the Hedgehog gameplay loop slow to a crawl. Like most of the harder objectives aren’t even that hard to complete, they’re just slow and tedious and completely antithetical to what this series is known for.

Fact of the matter is, Shadow the Hedgehog is cool as fuck, and there’s nothing anything a gaming youtuber can say to change my mind about that.

It's almost insane that this game released on the same hardware generation as Metal Gear Solid 2. The gameplay is such a fantastic step up from its predecessor that it boggles my mind. Everything to the gunplay to the addition of CQC and even the boss fights are improved so much in this entry. The experience is just a lot snappier and caused me to enjoy this game way more than 2. The camera is probably the biggest improvement, opting to take a third-person over-the-shoulder camera that helps this game fit in with more modern games. Level design also is improved, with big open areas coupled with the new camo system which makes options for taking down enemies nearly limitless. While the cutscenes may run a bit too long for my liking, it helps that this is a prequel to the Metal Gear saga and thus has none of the story baggage that held down MGS2 so much. You don't need to have played anything else to enjoy this game's story. The story is paced structured like a Bond film with all the action setpieces and tragic endings to connect it together. It even has a fantastic vocal theme that sticks with you years after playing it. I have very minor complaints such as the Food and Curing system feeling a bit clunky but otherwise this was a great experience that is a must play for any Bond fans out there.

Goddamn, that was something special.