1998

strategy game where im a f%$#ing egg f#$% yea

this game was a bit too ambitious for its small team. the town is rather large and open but also pretty lifeless. the side missions can get extremely repetitive, but ultimately it gives me that “lovecraft feel” and i will often forgive a lot of things in lieu of that

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.

Solid graphics, most of the characters are pre-rendered and look pretty good besides the main character, Woody; he looks kinda crap. Possibly having too many animations meant his resolution had to be lowered for memory reasons, idk. There are the occasional actual 3D graphics in the background to give it a bit of an edge.

I like that there are objectives you have to complete to finish the level instead of just being the typical get from left of screen to right of screen platformer. Wish I could get a recap of those objectives in the pause menu as well, but it's a licensed SNES title, we can't get too crazy

Never actually watched the Phantom cartoon this is based off of, but it clearly is inspired by Batman TAS. Nice full circle influence there, as Batman was inspired by the Phantom comic strip in the first place.

This game is pretty damn ambitious for the time. I feel like if it actually was a Batman game then it would have been remembered more fondly. You basically have a bunch of gadgets, which you collect by searching them out; starting out you can already cling to walls and climb up them, swing from ceilings, and you also have a gun, more akin to Metroid.

It's essentially a Metroidvania, except all the areas are split up on a selectable map screen and not interconnected, but it also has a branching narrative on top of it. Biggest flaw is figuring out what you need to do next, a guide might be a necessity; as a kid, aimless wandering didn't really get me anywhere at all.

Soundtrack is a bit odd with those SNES guitar midi sounds used a lot.

bro got some nerve fighting monsters bare fisted. no fucks given about zombie juice on the apparel

always wanted to play this as a kid just bc of the word "babes." duke nukem third person action-adventure basically plays like tomb raider. even his movements seem weirdly effeminate in a lara croft kinda way.

i was mostly hoping this would be so awful that it's good, but it's just average.

Sokoban is one of the simpler puzzle genres that feels like something that could be approached in a very serious manner, instead of the more casual feel it typically exudes. There's a lot you can do with it, as long as pushy blocky is going on, you can add other rules and abilities. The Adventures of Lolo, Tricky Kick, even this new Void Stranger game I haven't played yet. Does Chip's Challenge count? (I think it expands on the rules A LOT, but there are definitely a few Sokoban-esque levels in it.)

Isles of Sea and Sky has yet to be released but the demo is phenomenal, and I think I just now found its biggest influence. Even the hero looks kinda similar. The first world/level to this game feels extremely easy but I'm looking forward to it getting harder.

Maybe the biggest draw to Sokoban is that it's extremely simple, even coding one takes little effort, the real genius is in the design. Creating a truly intricate puzzle out of these simple rules can give players moments where they feel like geniuses for beating particular levels.

The genre is certainly so simple it seems a bit archaic, but I would love to see a modern high-budget Sokoban title, albeit I'm not an avid fan of the genre, much more casual, and one may already exist.

If you want a solid Sokoban experience, this one has a lot of charm and only adds a few more abilities to the typical rules. Worth checking out.

I played this as a kid and all I remember is a very weird experience. Playing it today and it's not very weird. Kinda wish it measured up to my memories of it, but what ever really does?

You collect items that you can use through out the stage and you also shoot balls at monsters. One of the items is a ladder, which is pretty self-explanatory (you climb it to reach higher spots); another lets you jump higher; there's a bomb which might be for blowing up enemies, I don't know. You also collect "K" blocks which are basically Mario coins. Not sure what they do, but I'm amazed they made all sorts of configurations out of them but still managed to never put three Ks in a row... ahem.

(I take that back)

It plays perfectly fine, you can get pretty powerful pretty fast if you collect three balls to shooty with. I think the weirdest aspect of this is that they brought this guy back as a boss in Bad Dudes vs DragonNinja and made him the last boss in Fighter's Destiny: Karnov's Revenge. For whatever reason y'know. Now I want to go play that and see if he still be shoot the balls.

I miss the days when wish fulfillment also included weird bald shirtless Russian dudes with handlebar mustaches.

2023

I'm sure the word "cozy" has been used hundreds of times during this game's development. It's basically BOTW and Stardew Valley with maybe a little bit of Animal Crossing, no surprise then that the Switch version seems to work better than the PC version, as it might be the main focus.

You can hang out with friends like most MMOs but it is very single-player driven.

Did I say this is cozy? Guilty pleasure but there's certainly nothing wrong with it, even if the opening is so much like BOTW's that it may as well be an homage.

It feels weird saying this but you should actually play the Switch version if you're going to play this.

Completed it and the ending kinda glitched out on me, oh well. Didn't play it for the ending, played it for the challenge. There are some issues for sure, such as some content not being complete yet, and not knowing if you can complete certain puzzles with your current load out. Despite all that I thoroughly enjoyed piecing this puzzle together. I figure some new content will be added later on; we'll see how substantial it is.

it's basically duck tales but donald? really, how was one of the most popular 80s/90s disney shows about a rich old dude? why wasnt duck tales just mostly about donald................... anwyay

someone said this was a metroidvania but i think it might be... just barely? it just doesn't have typical platformer progression. level layouts are kind of a yawn.

gen z can simply call games like this and chrono trigger "ass" and think nothing of it. feeling my age for the first time.

This review contains spoilers

One of several games that I know only through its OST, which is amazing (Top 5, if not #1 sometimes). But hearing all these sounds in context of the game makes it feel familiar in a creepy sorta deja vu way, like I personally have played this game before. I haven't. I played SH1 for about 20 minutes when they re-released it on PSP/PS3 and couldn't get over the tank controls, that's about my experience with the series.

Why did no one tell me how Twin Peaks-esque this is? I always thought it was just another Resident Evil clone. I mean it is, but it's more disjointed, weird. Leon Kennedy lookalike also has that typical 90s protag syndrome, not all the lightbulbs working properly.

Yeah it's interesting to see all the influence this game has had on the genre since. Kinda feels like a walking simulator at times, but aforementioned OST gives it such a great feel. Not sure how I feel about not being able to see more than five feet in front of me, it definitely makes me rely on my map too much.

Pretty cool that you can choose combat and puzzle difficulty separately and the puzzles completely change (or their clues and solutions change). You don't see these kind of options in games very often, or I haven't.

Has some very goofy adventure tropes, such as finding two combo locks and a key to open a chest and all you get is a strand of hair inside. But since you have said strand of hair, might as well use it right? It feels intentionally ridiculous, but I see it a lot in adventure games, the solutions to puzzles just being so arbitrary... like you couldn't have just used James' hair (or Maria's) or even just a random thread from a mattress or something.

Edit: Finished. What an amazing experience, even if it did get kinda tedious traversing the town, the atmosphere made up for pretty much everything. I got the "Leave" ending and I'll probably watch the others on Youtube. I wouldn't say the story is super amazing, but this does go somewhat deep into trauma and mental illness. Ahead of its time in a lot of regards to its subject matter, and very Lynchian presentation.

I always thought Deadly Premonition was that David Lynch style game, but I guess it's just more blatant there. Pleasantly surprised by this one. I don't know, you always hear about acclaimed games and sometimes they really are very interesting artifacts.

Finding out Akira Yamaoka not only did all the music but the sound effects too just makes me praise him 10 times more. Genius. Most of the feel of this game is attributed to the sounds imo.

Also Born From A Wish is a fantastic bookend and gives Maria a little more depth as a standalone character away from James' imagination. She also seems a bit smarter than him, but that doesn't seem very hard to do. Ol' Smoothbrain James.

Why do I get the feeling the little monsters at the school used to be children???

I must say, if, like me, you hate tank controls, then playing tank controls on analogue isn't quite as bad. I'm actually enjoying this and I did not expect to at all.

I think what set this game apart from Resident Evil is the semi-openness of the town. It's not "open world" or anything but it is large enough to feel like an explorable space and also... get very lost in. For a PS1 game, Silent Hill is a fairly large town. The RE games definitely felt a bit more claustrophobic, but then you have perpetual fog and darkness which also add claustrophobia to this as well.

Most of the design philosophy that makes SH2 such a great experience is already prevalent in this game. It's certainly not quite as cinematic or weird, but nuances were harder to approach with early 3D (MGS certainly tried though). I view this as a very necessary stepping stone to the amazing SH2, Akira Yamaoka is there, the general gameplay feel is there, but it would all be perfected the next time. (Actually combat in SH2 is just as blah if not worse, but I could give a rat's ass about combat in that game, I would have been fine without it even)

I tried this game a long time ago and wasn't feeling it. After beating SH2 I wanted to dive right into SH3, but then of course I find out that that's a direct sequel to SH1, so I finally came back to this and wasn't particularly looking forward to it. But it's a solid game. I'm glad I could get over my initial impression of it.

Damn, that ending was pretty wild. Probably going to need to read a few plot analyses to fully grasp, but this game goes full on into the occult.

And finally, that "cast roll" at the very end is one of the greatest things ever. Cool game!