106 Reviews liked by dianaslowburner


I was thinking "this is the game that will make me glad I ended up picking up an Xbox One" and then I sold my Xbox One

"fuck it, finally a fantasy"
~fred durst (2021)

consistently fun but bogged down by way-too-frequent mmo-esque fetch quests, a dogshit main antagonist and jill's comical lack of characterization

when it hits though, it really fucking hits. clive is a terrific lead, (kupka is also a fantastic rival) every major set piece manages to one up the last and the combat, while a bit easy for an action game absolutely braindead, is really fucking fun

only ps4/5 game thus far to feel like a truly "next gen" experience and a crystal clear reminder of the heights this series can reach when it's not rife with developmental problems

edit: that last line is still mostly correct but not in the way i'd like. it's certainly next-gen in terms of scope and scale with regards to spectacle, but the actual writing is piss poor. this was very much a honeymoon game and ng+ made it clear. xvi feels like a first draft

the protagonist immediately outs herself as a sociopath, but she's by far the most righteous out of the entire cast. this is also one of the few pieces of media i can think of that accurately displays how fucked in the head white supremacists are... among other things

if that makes your head tilt in a positive way, check it out. i don't even have to hesitate giving this a 10. i laughed way too hard at the godlike voicework (some of the best va of any game/vn/whatever) to care about the shitty renpy engine

It does a lot of very silly things andd looks very very smug about it, thinking ts actually genius, which makes me want to hate it utterly.
But it also does (a small number of) things very well, so hate it I can't.

great story and a tense horror romp through and through. my sole gripe is that this tension tends to be illusory as the bakers themselves are rarely as threatening as they're presented. marguerite is especially fearsome until you get "caught" by her and realize she just throws easily disposed bugs and eats headshots for breakfast

definitely starts feeling more like a horror laced shooter after a while due to abundant ammo supplies and finite enemies. i did however enjoy shooting the goopy boys very much despite their horrible hit registration and i see this as a great foundation for re8 to build on top of

fuck that magnum though. 9 coins for one bullet?? i was fucking scammed bro

edit: additional half star awarded for joe baker gaming. charge complete

expands upon and surpasses its predecessor in every regard especially on hardcore mode. enemies are finally threatening, stalkers are actually menacing, and the characters are so much more captivating altogether than the bakers ever were (besides joe of course)

great exploration, fantastic gunplay, awesome set pieces - i don't know what else to say. this is one of the best survival horror titles out there and a kickass fps to boot. fucking play it

this actually did happen to my buddy noah

OHHH I'M BOUT TO LOSEE ITTTT

it's pretty telling when you know even upon a game's release that it's gonna be the title people think of in a decade or two as the definitive time capsule for the 2020s, but neo isn't just topical future nostalgiabait. it really is one of the best sequels ever made - one that's both a love letter to its predecessor and a total jump in quality all at the same time

you don't have the right, o you don't have the right
therefore you don't have the right, by the way you don't have the right

This review contains spoilers

If you are at all interested in this game and you clicked "show spoilers" because you've played FFVII and you know about Aeris and viewed the optional cutscenes and know about Zack... I would implore you to go play the main game and only play optional missions if you're underleveled, which is a memorable and relatively compact (for an RPG) experience sitting at around 12 hours, and skip the next few paragraphs.


(SPOILERS!!!)
You see, I can't talk about this game without talking about how perfect its ending is. You know how some movies seem to have been written entirely around one scene? Not just that the scene is iconic, but it feels like the writers started with that scene and then used it as a scaffolding for everything else? (Children of Men is one such movie) Crisis Core's ending is like that. It was so well written and directed that even though I knew what was going to happen, it managed to subvert my expectations multiple times and hit me right in the feels.

I saw Zack draw his sword to charge at a literal army and prepared myself to watch a cutscene of the death of this guy who'd spent the last 20 or so hours endearing himself to m-"ACTIVATING COMBAT MODE"

dafuq?

The game forced me to play through his hopeless last stand, and even though I knew it would end in his death I fought as hard as I could (and being slightly overleveled I held out really long) in the vain hope that I would be able to cheat fate. And as the bullets rained down, the DMW slots metamorphosed from a needlessly-clunky RNG mechanic into the representation of Zack's life flashing before his eyes. And when, near death, the DMW rolled Aeris like it had so many times before, I thought I would at least be able to trigger the Healing Wave limit break and keep fighting for just a while more... but it was only Zack's nearly-gone consciousness focusing on who he most wanted to see in that moment, before finally shutting down.

I can't remember the last time a video game affected me so much.









(SPOILERS END HERE)
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Does Crisis Core have issues? Plenty! The action elements feel half-assed, in that everything takes place in real-time but the hit detection and physics feel slightly "off", never fully consistent or intuitive - if they wanted to do an action style, they missed an opportunity to make it handle like a musou game which would have been perfect for this! The side content is bloated beyond belief, and consists entirely of generic cutpaste missions with little variety to them. Genesis sits proudly at the top of the pile of my least favorite RPG villains thanks to his incessant and obnoxious quotations from a pompous and irrelevant text.

Those are all relevant criticisms of the game and can be dealbreaking for some, but they are not enough to eclipse how good an experience it was for me. Crisis Core adds nice worldbuilding and history to the FFVII timeline, introduces some (mostly) great side characters - Cissnei being a particular hit - and if you have any nostalgia for the original FFVII at all, it'll kick your feels in the balls.

I won't forget.

We are all capable arbiters of our own destruction. In the face of trauma, loss, anxieties of the world we chase specters, seeking solace in vacuums where nothing can touch us. But the metaphorical monsters follow, twisted by our own attempts to forget and leaving them in fragments that we are forced to piece together again for any attempt to heal to succeed.

This destruction permeates, festering and swelling until it is our own purgatorial hell. Returnal is Silent Hill 2, it's also Housemarque's past properties, it's also Arrival. It's a weaving gripping story as much as it is a compounding stressful game to play. They're intertwined, for every artifact that saves us is the same one that shoots us down. To gain is to lose, and to lose is to gain. And in that mind-numbing dance we hope that eventually we'll find answers and ASCEND.

But we don't, we return. The choice to journey alone against the dark within is a futile one. We may eventually piece things back together yes, but an outside hand was needed at some point or else the result is the same, the crash repeats. Cyclically. You can help future versions, but those same notes will hurt you too. You are not perfect at envisioning how you will respond to yourself later as much as you can now.

But is that really true? Are we really incapable of breaking the cycle? Perhaps there is a way. Once we've come to terms with our traumas, pieced together things, maybe now the grieving can begin. And then trial after trial, we can come to accept our fractured home and our multitudes, trace them to where they began, and then move on.

There's more to it than I can effectively take away and regurgitate here. Our souls are simply denser than that. Selene's journey is complicated and painful, and crossing every cycle is punishing and difficult. You can choose to remain strong, but the twist is that there's no real destination for you here. This is her story to let go and you can ride it as long as you like.

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I can wax prose like this, but there's simply no way I can do that and comprehensively talk about everything I love here. So this is now when we zoom out, lol. I hope you enjoyed that. As much as Returnal deserves something that considers it in all its interwoven nature, I would like to spend time on just how much it gets right.

Housemarque really just outdid themselves here, something I would've never expected were I following them before this game came out. The sense of scale to where this third person shooter roguelite seamlessly works with its narrative and ethereal elements is incredible!! I enjoyed every boss, each of them forced me to sit still for a moment and understand what I needed to work on and use as soon as possible. Biggest shout out to the fourth boss that really shat on me and said "dashes are not a spammable escape tool. They can be smokescreen to slaughter equally as much as assisting." In other words, sometimes it's better to just WALK. The bullet patterns match this, each of them require different ways of moving, jumping, traversing. The harder and optional minibosses near the end especially emphasize the limits of your toolset. At a lot of points there was a re-evaluation of what my main strategy to traversing the area is. This led to a lot of heart-pounding scrambly moments, and when the roguelite elements showed their ugly face on top of me that only beat me down further. You have to be prepared for the worst case scenario at all times, but you can't afford to stay strictly safe either if you want to grasp victory!!

Also god the aesthetic is so great, I love how Returnal is visually and it never compromises clarity. There are times in Resogun and Nex Machina where I couldn't 'really' see things and felt like I was hit cheaply. Of course it was likely my own fault, but the idea is that the clarity isn't exactly perfect as much as I'm having to adjust my vision for particulars. Returnal sidesteps that completely, just perfect layering. Really doesn't go stupid for the sake of next-gen, and as low a bar that is it gives me a smile! Music is incredible too, and if there's one issue I have it's that the official soundtrack doesn't have all of the music and that makes me angry >:(

I had such a good time here. Not a ps5-seller mind you, there'll never be justification for spending $500+ for one game and that in of itself stops me from shoving this game down people's throats. Fucked up. Even still, I can't stop thinking about this game. I had to finish it today and even still I don't feel like i'm done! I will be returning! If by any chance you can touch this experience please do, I implore you. And to a good rest of the year I pray as well!

"princess maker but for mentally ill e-girls" is a polarizing concept. i was excited by the grim premise, but also concerned that it could come across less as parody and more as a disturbing fetishization of itself in the same kind of way "milk outside a bag..." ended up

i'm happy to say it sticks the landing as the former. while ame is definitely easy to get attached to for her convincing and genuinely excellent writing (hats off to the localization team - you guys fuckin' nailed it) it's still abundantly clear that the relationship between the streamer and her producer is a codependent and mutually destructive one

the self awareness goes two ways, and thankfully no punches are pulled. for every funny reference or silly moment there's an equal measure of rightfully tactless and bluntly disturbing content that's bound to transport you back to your most emotionally abusive relationships. ame's a fucking mess and the game never wants you to forget that, but it also doesn't shy away from pointing out that you're a shitbag too

check it out, but don't take it too seriously. after all, this is an idol management sim where the best outcome results from getting therapy and abandoning streaming altogether

actually - take that last part extremely seriously

Out of all Initial D games I've tried, I felt this one had the deepest understanding of its source material when it came to the actual racing. At first it felt like skidding around on ice but I came to understand the strong emphasis this game puts on drifting above all else. After all Takumi's AE86 was never a speed demon, relying more on drifting technique to get by. Compared to its (honestly laughable) predecessor on Saturn, there's a nice sense of speed and the handling is miles better, however loose it might seem in the beginning. Attacking corners is really fun, you'll definitely feel impressed at the drifts you can manage to pull off once you get the hang of it.

The story mode takes from the manga, roughly covering its main events and delivering them in deliciously janky 3D cutscenes. Despite being pretty funny looking I have to applaud the effort into adapting Shuichi Shigeno's charming artstyle. The soundtrack's cool too, not the iconic heart-pumping Eurobeat of the show but it's not bad either. Overall just a neat game I can easily recommend to any Initial D enjoyer, with decent replay value for increasing difficulty and new cars.