379 Reviews liked by dobbyshmurda


what an endearing game! the roughness of its movement, a sublimely dreadful atmosphere, its unforgiving combat and puzzles. The Evil Within (TEW) seriously has the fixings for a fantastic survival horror game. a survival horror og, shinji mikami (Resident Evil (1996), Resident Evil (2002), AND Resident Evil 4) thought that the grime and dream logic of Silent Hill looked cool but also reminisced about RE4's action but then also thought TLOU's basic ass stealth would be a neat addition. thats TEW almost summed up. You move between locations that are impossible to connect in reality: a disgusting tiled mental hospital basement to a lakeside village, all while youre pulled into liminal industrial rooms at a moment's notice. TEW wants to let you know it's in control and youre a little worm writhing in its hands.

best to fight back then. the gameplay is one of tew's strengths. you're constantly on a fight for resources. this game is a glimpse into a frugalist's life. constantly on zero ammo for one or two weapons, all while keeping an eye out for lifesaving heals and ammo-saving matches. i was never fully out of ammo but i felt as if i was and thats how it should be in a game where its horrifying tensity stems from the gameplay just as much as its visuals and audio. gunplay is damn close to satisfying too. the audio isn't incredible nor is it terrible, it's alright for the most part but the visual feedback is cathartic. especially with headshots, it's almost on the level of Left 4 Dead with how you can shoot holes or chunks out of the heads of enemies. making me invested into blowing the heads off these dudes through the visceral gunplay is great since the enemies are ruthless. when youre grabbed, stunned, or knocked to the ground, you are STILL vulnerable to enemy attacks. i dont think i have to explain how brutal that is. ive died so many times at certain parts because of this and grew strong disdain for those enemies repeatedly killing me. though that doesn't mean the game isn't respectful of the player. most of the time when i considered unorthodox methods of attacking enemies, the game obliged and it felt rewarding. here's an example: you can throw bottles to stagger enemies when the bottle is only shown as a way to lure enemies with sound. also, like RE4, you can trip running enemies by shooting their leg or shoot the lit dynamite in an enemy's hand to make it explode. there's also boss fight where lit lanterns hang above where the boss runs which you can shoot for extra damage if it lands on the boss!! these give the impression of a detail-oriented game where serious thought and love were exerted into its design. stealth is also an option but like what its seemingly inspired by, its very simple. the stealth is tlou stealth. enemy sees you, they attack. enemy doesnt see you, you crouch by them or silently stab their head with the "stealth only knife." seriously it bugs me that the knife is only for stealth kills, the melee button is essentially a shove button. the stealth mechanic doesnt feel refined but it also isnt half assed, it just exists as a tool in a toolbox. this is disappointing but not as glaring of an issue like in tlou where the stealth is barebones to the point of making me rather cave in a survivor's head because i could not stand sneaking for 1 more second. on the other hand of the gameplay, puzzles are pretty good. honestly, the can get as good as the survival horror classics. most of them are never too obtuse to solve but also not too easy to make my eyes roll. there is one instance where the puzzle was practically on autopilot (the fuses elevator), but it's pretty excusable since it's there to basically start a boss fight. the level design, however, is close to what AAA games were and almost still are. long hallways with set dressing. it's not as bad as tlou or gow (2018) or uncharted, it's definitely more open and free. having just finished dead space 2 recently, tew feels close to home for my resident evil (2002) fanboy mind. tew has a lot of hallways and a considerable amount of scripted moments where you have to run in one direction, but it also has instances of exploring decrepit buildings or approaching an arena at the player's own discretion. it's nice, made me feel smart when i executed a plan or scared when i went through a location i had no idea was the right way. so if there's anything bad about the gameplay, it'd be either the movement or boss fights. the movement is going to be divisive i think. it feels janky, the inputs are relevant to where sebastian, the playable character, is facing. this can lead to frustration among some players as ive died to it a couple of times. then again, theres a reason i dont fully hate it. it may be unintentional, but i do have a soft spot for it because it's an added layer of tensity similar to the tank controls of classic survival horror games. the bosses are more glaring of a nitpick to me. some of them are straight up easy, while others are great puzzles. laura's fight is a good one, learning how to use the environment to kill her is fun and tense. heresy's boss fight is kinda lame since all you do is unload bullets into it and hope to not die to its worms or the enemies between phases. the final boss fight may be the worst, i had saved magnum ammo for it but to not spoil anything let me just say i was disappointed afterward.

aside from jank and nitpicks, the story is what i think disappoints most people. it's the definition of dream logic. a stew of memories and fantastical illusions portrayed to be believed as reality. to call it convoluted is almost insulting because of its negative connotation but admittedly justified. i cannot tell you what certainly happened. i have an idea, a pseudo-gist, a picture drawn by a toddler of what happened in this game's story. there are some concrete points such as the beginning, but there are many more instances of confusion held together by intrigue and presentation. the note pickups help to keep me invested and sometimes even gain a believable understanding of what was happening. but even then, a second playthrough or a wikipedia dive is warranted to truly understand what this game is about. thematically i assume it's about guilt and vengeance but the plotline and some characters make me think otherwise. i respect the crypticness, its refusal of spoonfeeding story. however, when it becomes this mysterious, this deep into the ocean of dreams, where a lot of things are illogical and eliciting what looks like has meaning but doesn't is when the mystery can become unfruitful and disatisfying. at least you get the sense of progression through upgrading your weapons and stats. now that isn't to say i hated the story, i actually liked it but only wished i could understand what it was trying to accomplish. the characters are pretty good, in a way they remind me of resident evil. maybe it's their line deliveries, but it's certainly their camaraderie and dedication to good or evil. take the raimi b-movie jank but filter it through the fat wallet of a publisher like bethesda is a way of describing it. oh man id love for bruce campbell to voice a character in a survival horror game in the vein of resident evil. the man is art incarnate: passion to the craft.

tew is dated visually, textures pop in and of course have low resolutions by today's standards. however, it is a visual feast. the art direction is impeccable. sinew, flesh, and blood adorn the walls of abandoned medical facilities, industrial zones, subways, cityscapes, and once-idyllic countryside villages. Even when otherworldly viscera isn't glued to surfaces, the game has a sense of grit and despair emanating from its walls. enemies growl and gurgle, winds taunt you, the soundtrack makes sure to let you know youre in a world of hurt. not sure if its worth going into depth as much in this section since the gameplay is what i loved most, but i will add that the enemy designs are fantastic. kudos to art and sound teams!!

overall its a lovely trip of horror for the senses. youve got nail-biting gameplay and atmosphere hampered by a near lame story. its ambition weighs down its accomplishments but its passion and dread wills me to not rate it lower than a 3.5 while tempting me to give it a 4. there's certainly better games out there, resident evil and silent hill are obvious contenders, but it also seems hard to find a game that's like the evil within. it's clunky and fogs up its intent, but its violent combat and enigma of a story charmed me into seeing the whole thing through. its got the influence from the classics but the bombastic exaggeration of story beats found in blockbuster titles. the og horror atmosphere with a modern twist in plot and certain gameplay elements (simple stealth and a skill tree). tew2 from what i hear is amazing and an overall improvement so i cant wait to get into that. though playing the first game already shows promise into the world and mythos of the evil within so even if there was no sequel i would have been happy with playing it and still disappointed by its shortcomings.

Fire Emblem Engage is maybe the tightest tactical gameplay in the series, it's too bad the plot is essentially non-existent. The character design and map design is great, and each mission is engaging (no pun intended). Hoping they keep these refined systems with a tighter story going forward, as it could lead to my fav FE game. The stands are goofy as hell

A great little sandbox puzzle of a game that I absolutely fell in love with. It starts showing its seams a bit by the end (by becoming gamey in how you now approach the order of things to do), but it’s short enough for that not become a problem. There’s some cool commentary on what people are like behind closed doors and on what is considered good and moral, and some of it can be rather biting (though some is also questionable). But all in all I loved it, warts and all. The (positive) ending even made me feel a bit emotional, even if it is silly as hell.

I genuinely believe that video games will never top this as a complete package with phenomenal score, story, and gameplay. A masterpiece in every sense of the word.

Never have fully completed OG RE4 in the past until just last month.
Loved every moment of it, a classic that still holds up & is one of the peaks of the PS2/GC era.
Quickly became one of my favorite games of all time

I only have a couple complaints for what is otherwise, in my mind, a perfect game. It has me aching for more like it, games where I really get to play a detective. I think the magic pocket watch is such a brilliant idea, allowing you to witness the moment of someone's death, because otherwise a game like this can't exist. It's always giving you just enough to keep your mind running. Total cohesion of narrative and gameplay. The way this thing unfolds is just brilliant, filling in the gaps with your imagination while the game consistently destroys your expectations.

My minor complaints are that I think you should be able to access someone's moment of death from the book. It gets a little tedious having to remember where someone's body is so you can re-live that death again to catch another clue. The other is that some of the fates are straight up a guessing game, but I think that's kind of realistic. There are few of these so you don't have to do much guessing. I just wanted to be able to know exactly what happened to someone if I could help it.

Don't want to give anything away, this was just an absolute treat. I loved every second of it and hope I get to have another experience like it again.

After Fire Emblem: Three Houses I was left craving more of that TRPG goodness so I went back to the game many consider to be the quintessential (heh) Fire Emblem™ experience.

It sure is a classic. A fair bit simplistic but great nonetheless. The story is tropey as heck, full of gallant, honourable knights and evil wizards who want to take over the world, but it does a good enough job to give each battle context. On the gameplay front I can't say I have any real complaints, besides, it's been too long since I've played SoV and Three Houses is too different to make and real comparisons. The only thing that I'm really pissed about is how the support system in GBA games works. I don't want my character interactions to be gated by parking my units for turns upon turns on every sieze map. I've made my piece with it as I start Sacred Stones and from what I understand it doesn't get worse than this.

P.S RIP Dorcas, my strongest silliest goober. Died at a hand of a certain horse-riding witch right at the end of the game. Damn you, 6% crits.

To be a Warframe player is to be an unpaid QA staffer for a game that continuously shoots for, and falls short of, the stars. The game is a decade old sprawling mass of “what if we got the engine to do THIS?”, and that in its own way makes it fun. It is never polished, but always audacious.

Amazing movement controls and an unapologetically weird aesthetic, helmed by the most likeable live service dev team this side of FFXIV. And the mmo fashion game is unmatchable.

Currently finishing up Violet and it's really driving home how boring and lifeless and uninspired this gen was. In retrospect it almost feels like they made the Wild Area as a proof of concept for what an open world Pokemon game could look like and then just decided to construct all of gen 8 around it as an afterthought. I missed Ruby/Sapphire/Emerald and Diamond/Pearl/Platinum because they came out when I was in high school and thought I was too mature for Pokemon but Sw/Sh is pretty easily the worst gen that I've played to date.

My second FE game after Shadows of Valentia. Greatly enjoyed my time with it despite underwhelming visuals and some infuriating story decisions. Sylvain best boi.

One of the best RPGs ever made. The graphics are dated but passable in 2023, and the writing is some of the best that has ever been in a game. It has the role-playing and humor of the original Fallout games and a 3D world like Fallout 3 and 4. I'll be very surprised if we ever get a Fallout game on this level ever again. Until then, I'll be prowling the Mojave desert.

Master Mode, 100% completed.
- All main quests, shrine quests, side quests
- All shrines and Divine Beasts
- All key locations visited
- All Korok Seeds collected
- Full Hyrule Compendium
- Full upgrades of every piece of armor
- Every Stone Talus, Hinox, and Molduga defeated (and Lynels for good measure)
- All DLC completed

This was likely the biggest undertaking I've ever taken on in a video game, and I have no regrets. I've played this game through a couple of times now, but never to this level of completion.

I adore this game. The simple act of exploring and getting lost / distracted is a treat, and the world itself is so rich with things to see and do. Combat is fun, rewarding (usually), and has lots of room for expression. The story and characters are loveable and engaging.

I really don't have any complaints with this game. If there is anything to say even slightly negatively, it's that I prefer the pace of exploration, puzzle solving, and making your own path when compared to following the main questline. The game gives you so much freedom to make your own choices that I never found that at all cumbersome.

This is a game I'd consider easily within my top 5, and I can't wait to see if they can improve on it in Tears of the Kingdom. I'm expecting a very different game feel in most regards, but I'm optimistic for this, as well.

In all honesty, this game took me like 3-4 different tries to finish. The first three times, I got really bored at about after finishing Chapter 2. That's not because of the gameplay, but because the plot itself started off slow, and I was expecting it to be a slow game.

I was so wrong.

This game...the first time I played it I was so blown away. The plot is so well written, and I genuinely felt invested in Kiryu and Majima's backstory. It achieves the rare balance of taking itself seriously and being absolutely batshit crazy! That is the essence of this game.

The general combat gameplay loop gets a little old towards the end of the game, but it's less about the combat and more about what you end up doing to your enemies in this game. You can wield a bike, or bash someone's head into a wall, or throw someone into a river!!!!! AND DON'T EVEN GET ME STARTED ON THE BOSS FIGHTS. Sensational.

There is so many things to do, I've barely done half of all the uniquely charming sidequests, and I'm mid-way through the Cabaret club minigame. I've played this game for 65 hours, and if I were to 100% it I would definitely be playing this game for about 150+ hours! There is so much to do, and you won't be bored for a while.

Speaking on sidequests, there's so much flavour to them, and I actually feel invested in a lot of the side characters (which I can't say about other open-world games). I'm glad they fleshed that out because it really made Kamurocho feel like an interesting place.

The game is a bit long, but I can definitely see myself replaying it in the future :) absolute banger

I've been on a Resident Evil roll lately, and I was incredibly excited to finally get to this game. I never played the original back in the day, but I was aware of its importance in the gaming landscape. I had seen gameplay of the original, and mentally added it to my backlog to get around to someday. Fast forward to the release of the RE4 remake, and I thought that now would be the perfect chance to finally sit down and play it.

This game was, to put it simply, remarkable. Since I played the remakes of RE2 and RE3 before this, I was able to see Capcom perfect their formula, as they absolutely nailed every single thing about this game.

The combat was incredibly fun and responsive, and the knife parry mechanic made some boss battles an absolute blast; also, getting to roundhouse/suplex downed enemies will never get old no matter how many times I do it.

The story was the best of the series so far. I loved the setting and atmosphere, and thought that the banter between Ashley and Leon was really well done. The bosses were interesting and fun to fight, and the whole religious cult aspect was both super creepy and pretty intriguing.

And god DAMN does this game look good. I thought the RE2 and RE3 remakes looked amazing but RE4 takes it to another level. The detailed environments, facial animations, particle effects--they were all top notch.

I've been seeing the praise for this game roll in since it was released, and I honestly can say that it deserves all of the praise it's getting and then some. This was a phenomenal gaming experience, and I loved every second it. I can't wait to go back and play the original to see how they compare, and to play through this remake again and again and again.

Don't remember much of this, just remember sinking hours into it until I hit that fucking whale boss.

Gotta get back to this one on a fresh save, but I'm too sentimental to delete my original playthrough, so I'll likely emulate it one day.