379 Reviews liked by dobbyshmurda


There are just several aspects of this game, and this series I just can't condone anymore.
-Bad optimization and graphics
-Lack of content due to once standard features being locked behind a paid subscription service
-Ed Sheeran

This review contains spoilers

It feels impossible to discuss Live A Live without making references to the many other JRPGs it's part of the lineage of, so I won't even try. I'll start with a simple statement: I somehow love this game so much even though it's the mirror image (or in some ways the diametric opposite) of my two favorite Squaresoft RPGs.

Before I explain myself I'll have to take a step back. Using a rough and arbitrary scoring system:
FFV: 10/10 gameplay + 5/10 story = 15/20
FFIX: 7/10 gameplay + 9/10 story = 16/20
But I'd argue (well aware that I'm in the minority and will die on this hill) that FFV is a stronger game experience... because combat, exploration and levelling up takes up so much of the focus of any RPG that if the meat and potatoes is even slightly underwhelming or tedious (in the case of IX) it can undermine the effectiveness of the product as a whole. On the other hand, sufficiently compelling mechanics and a rewarding gameplay loop (as can be found in V) make up for a lackluster story because in keeping and holding the player's interest they serve the exact same role that a good story would.

Well, Live A Live is the mirror image of FFV: a JRPG with exceptionally effective storytelling and lackluster combat elements...that somehow manages to pull it off. I'm aware the remake fixes most of these issues, but the game seems to emphasize strategy and positioning (a 7x7 combat grid, moves with varying charge times and ranges, a robust system of elemental strengths and weaknesses) but gives almost no information in this regard, reducing the strategic elements to almost nil and turning a lot of the combat into (thankfully very forgiving) trial and error.

Why does it work then? Well, Live A Live pares down every nonessential gameplay element in a way that not only keeps the focus on the stellar storytelling, but actually enhances it! The lack of dialogue in the prehistoric chapter allows the slapstick humor to shine brighter, but also emphasizes the fact that this is a story of love and cooperation and that transcends language itself. The present day chapter - a tournament arc - completely eschews exploration, instead being a series of duel boss battles separated by a Street-Fighter-esque choose-your-enemy screen. Two of the chapters feature minimal combat outside of a boss encounter at the end, and the future chapter shines brightest in this regard - the near-total lack of both combat encounters and music enhances the survival horror feel and adds to the utter sense of isolation you feel. It also deserves a shout-out for capturing more of the Star Trek ethos in an hour of gameplay than possibly the entirely of the Star Ocean series.

Each chapter has its fair share of memorably cinematic moments that range from the subtle (the saloon doors in the Old West chapter swinging open and shut) to the bombastic (the way you kick your rival across the room into a gong in slow-motion in the Imperial China chapter), but features some of the most memorable character moments as well. And whether it's the shifu watching his disciples grow in strength of body and character or witnessing the abject dysfunction of a starship crew, the relatively 'minimalist' approach to gameplay helps these subtle character scenes ring true in a way that IMO compares favorably with even excellent games like FF6, where the character writing is also strong but can get diluted within the sheer epic scale of the game and its big setpieces.

All of this talk and I haven't even mentioned the game's big twist, and I don't think I need to mention it here; whether you are familiar with it or not, it's something I can't do justice to with words. You simply have to experience it for yourself. And this is where the contrast with my other favorite Squaresoft RPG comes in. The other game that features heroes from across time banding together against a common foe is a celebration of RPGs; unapologetically and masterfully meeting all the player's expectations. Live A Live is much more thoughtful in its approach towards the RPG medium as a whole, both in the way it wrings out the excess mechanics and subverts the player's expectations, and the end result is something slightly less refined but no less compelling.

As someone who engages with media primarily as entertainment rather than art, this is one game whose identity as art I simply cannot ignore. It's not just that it tackles heavy themes or is thought-provoking; it's that it demonstrates an understanding of the traditions and tropes of its genre (and in some cases a prescience of its later developments!) and masterfully manipulates them in service of the story and themes. Even though the individual story beats are so derivate and the game as a whole wears its inspirations proudly on its sleeve, Live A Live is never anything but shockingly fresh.

A step in the right direction for sure, but I think we can and should expect more from the largest and highest-grossing multimedia franchise in the world

To be clear, I am a Pokémon fan and I’d go as far to say I pretty massively enjoyed playing this video game. I want to give it a much higher rating. Unfortunately there is no amount of fun that justifies the performance and visual quality in current year. It’s all been said a million times so I wont harp on it too long. I am part of the problem since game freak has my $60, but we will continue to see games like this until a mainline game manages to crash and burn for it (never).

If you like the series you will always like the new game, plain and simple. They know what has worked and that will not change. The changes that do exist are generally welcome but somehow there are still steps back from Legends.

I wouldn’t say the open world is good at all, but the structure of it helps the game a lot. The world level doesn’t scale or anything but the progression literally just goes bottom up so it’s hard to fuck up. I like that there are 3 separate quests that add up to the main story. I wish they felt more important before the straight up climax. I also wish gym leaders were actually challenging. Music ranges from mid to badass.

Defending this game’s faults makes you delusional, but it’s still an enjoyable game. Calling it garbage, while true in some capacity, is equally annoying. However, this game’s quality is indefensibly poor for the biggest franchise in human history. If you are on the fence, do not follow my example. do not support this game.

overwhelmed right now, having just finished the game. i hope to find more words eventually but this is the great outstanding narrative achievement of the year. a veritable landmark entry in a medium still deeply facile, at least in the realm of studio output. a crash course in history and analysis and what haunting really is. stunned, just stunned.

I have a soft spot for games that don't offer you many choices mechanically, instead focusing on doing one specific thing well. Sekiro, especially compared to its Soulsborne cousins, is one of these games.

The narrative is well done, the art direction is absolutely incredible, the level design is great and the combat is fluid. It's also notable in that the game really leans into making itself teach the player how its mechanics are to be used through encounter design. Definitely a big yes.

There's so much in this game its crazy. Truly a nostalgia trip. While some of the missions are mediocre, and there's a bajillion collectables which can feel like a pain, there's just so much fun to be had

My favorite indie game of all time. The animation is amazing and the music fits the 1930's feel perfectly. The challenge is very reasonable with nothing being too hard after a few tries. The controls are perfect and very customizable. A lot of replayability with getting S ranks on all the bosses and using different guns. The 2 player action is balanced as bosses get more health so you cant easily cheese through the game. I love this game to no end and so should you.

did a HHM playthrough for old time's sake, forgot how much love i had for this game on so many levels. think this is going to usurp 9 as my favorite in the series once again. i love the main trio and the supporting cast is diverse enough to catch a wide array of viewpoints and backgrounds in ways that i think later FE games lost. i don't even like 6 but i adore how it gives this game such a tragic feeling. all this triumph and overcoming of the odds just for, well, most of the characters to be dead or missing (read: probably dead) by the next chronological entry. what can i say, i love a sad ending.

my least favorite genre of human being is "reddit tryhard who talks about how 7 is overrated". shut up nerd, there's a reason people still talk about this game two decades later.

"DEATHLOOP" is a unique experience built on a wonderfully weird sandbox crafted by Arkane Lyon. The game is linear in nature, but encourages player exploration and exploitation of the many sandbox goodies provided to accomplish an established set of goals. The progression of one's personal familiarity as well as their loot or abilities is satisfying throughout. The "loop" does struggle with some repetitiveness, especially compounded by at-times confusing puzzles or the lack of enemy variety. The repetitive levels are a double-edged sword, in that my familiarity with them actually did lead to genuine enjoyment as I began to master and optimize my routes.

The game is aesthetically top-notch. Quintessential Arkane art direction was on full-display on the island of Blackreef, forgoing AAA hyper-realism in favor of depicting a flamboyant and variegated dystopia. Music and sound both worked to further sell Blackreef's 1960s setting. The OST for the game was solid, with the few songs featuring lyrics also being enjoyable when they appeared in game. Audio queues were often incredibly helpful when engaging with the game's stealth mechanics, but the footstep audio was all over the place in its consistency. One item that was improved in comparison to previous Arkane games was technical performance - the game felt smooth in performance mode and I did not appreciate any notable hiccups. My bugs were minimal, and mostly were associated with the already obtuse UI between missions. I did have one crash in my 33.5 hours with DEATHLOOP (played entirely on my Xbox Series X).

Ultimately, I really enjoyed my time with DEATHLOOP. I continue to believe the folks at both the main Arkane Studios are wicked talented. I loved seeing them adapt some of their unique gameplay mechanics from the Dishonored series into a completely different setting. The abilities in this game are fun and satisfying to wreak havoc (pun-intended) with on the undying Eternalists of Blackreef. The world is weird, wacky, and inundated with many secrets that serve both player intrigue as well as provide practical tools to "end the loop." The game is fairly forgiving, with abundant access to permanent loot preservation early on, so I always felt encouraged go thoroughly explore the many corners of Blackreef. Juliana and Colt's bickering dialogue can be at times exhausting, but I overall enjoyed the zaniness of the game's cast. The game could do with a little more consolidation in its mission structure, as I imagine certain threads in the narrative might be perceived as repetitive or unnecessarily fragmented. Both the menus’ busy UI and the title's aggressive explanation of gameplay mechanics (essentially a prolonged tutorial) will also be to the distaste of some players. Lastly, the scope of this game might feel limited to folks who were big fans of some of Arkane's previous works. DEATHLOOP felt less concerned with providing consistent choice/consequence or branching narratives that evolved based off player behavior (as compared to 2017's "Prey" or the Dishonored series). DEATHLOOP is probably not the game for people looking for an experience that provides player agency to influence the bulk of its narrative.

I will also add that this is a great game for achievement and trophy hunters, with an interesting list that encourages player engagement with the game's many sandbox and narrative offerings. Nothing is missable, and I experienced only one glitched achievement in my play-through that resolved with a replay of the short 5-10min level.

after playing basically every mainline kirby platforming dick in the ass whatever collectathon experience in dreamland i keep thinking back to this one because its such a monumental game in the NES (lackluster and boring if i do say so myself) library and even in the entire kirby series up to date

lets just say that i did not enjoy this game as much as every other kirby fan out there (allegedly) did and i honestly think that even after some time my thoughts on this one will be the same

again as a NES game this is peak fucking platforming and the shift from the as i like to call it now Traditional Suck And Spit mechanics of kirby's dream land to the grand scheme of copy abilities is honestly an improvement to the franchise that (unsurprisingly) still is a staple of the series after checks the date tries to make basic maths fails ugh a lot of years

even AFTER playing its remake nightmare in dreamland that i loved and i enjoyed better than this and that i think its one of my fav kirby game now (yes kribri fans you read it right come at me if you want im ready to throw hands in the kirby shop in japan or wherever tf that shop is) this still holds up as a great game

kribri has come a long way and people should pay respect to this one regardless of idk the fucking screen tearing or the slowdown or whatever that i think they fixed in the later releases so i guess that argument isnt important anyway umh soooo regardless of the fact that meta knight is so hot

also this game introduced my bf meta knight i am literally obligated rn to say that this game is a masterpiece or else

wow those were a lot of words devoid of any importance in the videogame industry landscape so umh idk

kribri fun always been fun always will be fun (not you kirby pinball) and i guess i will come back again to this game sometime in the future to just get reminded of the absolute fucking flex that HAL lab pulled to every other competitor in the market with the art direction and gameplay of this game

KIRBY WITH A FUCKING GUUUUUUUUUUUUUUUUUUN

so if i 100% the game can i date meta knight

i hate minigames but i have to admit that i had some fun with these ones haha...

he sucks so hard hes just like me fr fr

fuck water levels i hate water levels me and my homies all hate water levels

kirby mike sounds like a pokemon btw

single handedly taught me how to draw kirby

old review that i feel like it should be kept here for posterity:

it was until i finished the game that i was convinced this game was a snes game so that should be a testament of how good this game is and plays and also if meta knight doesn't kiss me on the lips im inciting terrorism

You could tell I was a bit of a Lego game fan at the time considering I played through this goofy crossover. I already had all the peripherals from Guitar Hero World Tour so I guess it was worth diving into this one. I never was particularly impressed by this entry which didn't make much use of the Lego part of its name really and had a pretty light tracklist. Seems like others enjoyed it more but I reckon I put less than five hours into it overall.

This was the first genuinely bad Lego game and maybe the worst they've put out to this day. Mostly retreading ground from the first Indiana Jones game, we go through the motions yet again but with pretty terrible arena-style level designs that I just couldn't get into. It was honestly a weird choice to make yet another Indiana Jones game a year after Crystal Skull came out, but this game only had one major leap for Lego games and that was introducing the split-screen camera that allowed players to go off on their own in the levels during co-op rather than being stuck together all the time. Skip this one though.

Complaints of Indiana Jones not fitting the Lego formula nearly as well as Star Wars are honestly pretty fair. There just not as many characters in this trilogy that you'd want to collect and play as. That being said, I love this franchise too and was thrilled to go through it with more of the same charming gameplay as always. I really liked wandering about the hub world in this one too for some reason. Overall a good time and I probably put more time into this Lego game than any other besides the first Star Wars- before the formula really started to wear me down.

As somebody born in 1998, as a kid I thought that the prequel trilogy was better than this old movies. I know, stupid me. But I just never got as into this game as the first one. It doesn't make many changes (though rewatching the cutscenes in the theater is nice!), but longtime Star Wars fans will adore seeing their favorite movies adapted in this format. Still a solid title for kids even if the simplicity of the gameplay will wear thin quickly for adults.