when... does... klonoa... get good....

i love the osts to these games tho.

feels a bit like a precursor to games like deadly premonition, in that weird lynchian open world way. i spent my brief time trying it out going to a random hotel that was fully explorable for whatever reason; you could walk around freely to the bathrooms and hotel rooms. shrug

time for personal life context lol.

i didnt grow up with a decent pc and have mostly been a console gamer up until more recently. so half-life was a game i missed on its first time out. thus i didnt think it was the greatest game ever when it released, i simply didn't know. however i did get half life 2 on the original xbox around the time it released and it really was the greatest game or one of the greatest games i'd ever played. despite being very innovative, which everyone already knows, it left a huge impression on me, enough to want to go to the original half-life which i eventually picked up on ps2... and i wasn't really into it. half-life 2 had spoiled me and other games, like possibly deus ex, had as well.

fast forward to this officially sanctioned fan-made remake and now i can actually get some of the context of why this game was so important, now that it's just as enjoyable as any of the games it influenced.

first off, i can skip the intro! i don't know how many times i started half life through the past two decades where i just kinda lost interest somewhere after the intro. either i got stuck or i was just kinda bored. i really don't know what's so different about this version, but i haven't been bored yet and puzzles just seem more obvious most of the time.

i may have also decided to quickly finish this game instead of others because it was 25 gig i wanted to delete off my hard drive... but still, it wasn't ever a chore to play.

this is definitely for the people that missed out on what made the original so special.

possibly the worst prerendered graphics ive ever seen (and i have played ronde) but like a car wreck i can't look away.

I mean it's pretty cool to find an SNES game that looks this good even by today's standards, but it's still very much aged by its controls.

i don't know any japanese whatsoever but i loved the atmosphere to this game. i didn't get far but i played it till it crashed somewhere in a dungeon. i was kinda stuck anyway. would love an english translation of this one.

apparently the writer/director was also scenario writer on smt iii, you can tell by the symbolism and esoteric feel of it.

i never made it through pikmin 2 before in the several attempts i made in the past but even bad pikmin is better than a lot of other games.

it's very much a love it or hate it game in the series, while lots of people like the randomized dungeon additions, i always found them tedious. but i think you have to get over the fact that even best case scenario you're probably going to lose a few pikmin sometimes. that said, you can restart each level of the dungeon and the roll of the dice might make it more favorable this time. or worse.

pikmin 4 is my goty (sorry totk) and once i 100% completed it i still had the pikmin bug so i went back and beat pikmin 3 for the first time then beat pikmin 1 for my fourth time then finally arrived at this one, my most fearsome foe.

and i stuck with it and i gotta still say, "bad" pikmin is still hella fun.

edit: okay i take it all back after getting all the treasures... this game is just straight up tedious. i hate when games think just adding more stuff is the way to make it harder. i mean it does, but in a cheap way. last boss was not fun. mostly glad i'll never touch this game again. i beat every mainline pikmin tho. time to try hey! pikmin.

there's nothing particularly amazing about this point and click game besides the art. but the art IS really good. if you like comic art with the likes of mike mignola (hellboy) or frank miller you'll at least love looking at it. even the cutscenes play out like a comic book. the music is also very solid, but story is only decent and the translation is genuinely kinda bad. i can't really recommend it as a point and click game, but if you like comics-inspired games, you might like it.

so you're telling me a cottage made this cheese

the demo is out on steam, go play it. it's clearly inspired by smt first and foremost, but i also get a lot of baroque and kowloon's gate as well. especially baroque.

some amazing low-poly monster designs.

THE king's field successor

this game has little more than my childhood nostalgia going for it. it's not horrible i guess

what is with the jumping? it's like i have to bounce off my first jump's landing to get it higher on my second jump, i cant quite figure it out.

This review contains spoilers

one of those games i come back to complete every few years just because it's so simple and fun. a lot of people won't be impressed by that simplicity, but sometimes it is everything you need for the 10-15 hours it lasts. a quintessential comfort game, i place it somewhere among chrono trigger and the first suikoden for that reason.

graphics, music, combat, story? eh, they have a certain charm but aren't great. the simplicity of them is still incredibly satisfying to me however.

the actual meat of the game is basically in just defeating enemies that come from a spawn point then stepping over said spawn point which then places an npc/item/building in which ever town you are currently rebuilding. this steady progression is very satisfying imo. there's something about SEEING your progress represented in a very obvious way. the only other game i feel kind of got near this design choice was dark cloud, but i enjoy that game, outside of town-building, a whole lot less.

it's still an rpg too. you do gain levels by fighting and can easily become over-leveled if you grind a bit. for example, during the very last level, it is incredibly easy to get to level 99 just because the spinning block enemies give soooo much (too much) experience. but i do believe you also need the final weapon to even harm them and it may never even be clear that YOU CAN harm them unless you randomly try attacking them after getting it?

so yeah i wouldn't call it challenging as the game gives you everything you need and more if you just embrace it... besides the occasional boss or so.

there's also this one random design choice of "invisible chests" which i liked and put in nearly all of my own projects now. i didnt even know till later that you get an item at some point that makes all the invisible chests... visible. but being oblivious to said fact, it had me randomly running around looking for them as you could still collect them whether they were visible or not. a pretty cryptic feeling akin to burning random bushes in loz1.

I think this is a good example in "didn't age well." And I'm not talking about the graphics.

Why is it the lack of shop and item interface/descriptions is the main thing that's actually killing my enjoyment, when the dungeons themself are incredibly tedious with high encounter rates.

I'm even playing the Sega Ages PS2 remake and really don't think they changed much besides the graphics, but I could be wrong.

havent tried this yet. that cover art doh