52 reviews liked by fsh


i was a well-behaved kid, i never swore or anything around adults and stayed out of trouble. one day a deep darkness swirled within me while playing super scribblenauts, and i walked up to my dad with the game. this was the one where they added adjectives, so once he was looking, i typed "Big Fat Ass" with the stylus and spawned a large donkey. never seen him laugh so much in my life

This game is a Rebirth in the way that Buddhists believe you will be reborn as a hungry ghost with an enormous stomach and a tiny mouth as a punishment for leading a life consumed by greed and spite

It's insanely easy in today's context to write off vanilla Sonic 3 and to only play the lock-on version, but there's a very important thing you're missing out on, and that's getting to hear the mini-boss music that's exclusive to this version.

It's such a funny ass song to use as a boss fight theme especially in the context of a forest getting napalmed, it'd be like if you fought Maruyama/Trouble Bruin in Dynamite Headdy to his appearance theme instead. That second-and-a-half-long introduction that's essentially a baseball organ doing a board game jingle that leads straight into a bit crushed "C'MON" voice sample with tapdancing noises and a funk beat behind it is somehow simultaneously the funniest and hardest shit I ever heard in my life. The only way you could escalate this, would be if you had a dopey-ass three second long french horn that went straight into extreme sludge metal. If I had to use entrance music that wasn't Maruyama's theme it'd be this. This is like top three music to interrupt someone cutting a promo with. Imagine if people got to reel in terror at the sound of the goofy baseball organ during Smackdown as if The Undertaker's gong went off.

God, so fuckin' good. The comedian who designed Carnival Night Zone Act 2 will be hearing this music very soon, I assure you.

Going to create a faux-video essay titled something dramatic like "Nintendo Does Not Want You to Play This Game Anymore." and its 30 minutes of me laughing uninterrupted

This might be the only thing ever that I can't rate. Psychologically damaging. White girl. I didn't beat the final boss. The Taro Train must stop. He has become too powerful

Quest 64 is probably one of the most badass names for a video game you could come up with. It doesn't need a subtitle or anything to draw you in, because it's that raw. When I was given this cartridge as a kid, I genuinely thought it must have been one of the greatest games ever made with such a blunt title.

Quest 64 is a JRPG without party members, equipment, or a currency system. None of the towns or dungeons are particularly unique. The plot is about going to find 4 elemental orbs and a powerful book that keeps the universe held together. Despite being overall unremarkable and lacking compared to other games in the genre, to this day I feel like its simplicity is kind of charming.

Combat is unique, being turn-based, but with a limited area of free movement where you can actually dodge attacks in real time during enemy turns and position yourself for different spells. There's a lot of background story told through dialogues with NPCs. Environments, while generic, largely look pretty good and are often quite colorful.

I've seen a lot of people call this game lazy, but I think it's the opposite and the team unfortunately just wasn't able to achieve their true vision for the game. Not a masterpiece by any stretch, but not as bad as it's often made out to be.

When I lived in Osaka briefly, I visited some of the bigger arcades in the area. On one such visit I saw a fairly old man playing an Initial D game with a giant wheel, racing chair and all that shit. The Eurobeat was insanely loud and he drifted flawlessly throughout the entire track.

The next day I went out in search of a console version and found this. Obviously not as extravagant as the arcade, but a great game, with one of the best soundtracks out there. Decent customization, a fair amount of courses, and the cutscenes are presented like manga panels. You do get to try and balance the cup of water on your dashboard. Really fun to pop in for 20 minutes and mess around

They dared to change, just like Simon dared to rid himself of Dracula's affliction in the face of ridicule by his fellow townsfolk.

At the approach of midnight, I began my journey home, my boots trudging through the mud as I pumped my fists to the Dance of Monsters. The chill of the wind rustles through the trees as I keep myself at the ready, for any moment the skeleton or wolfman could walk out from the brush begging for death's sweet release by the hand of my mighty whip passed down to me by my ancestors. Upon entry to town the sunrise brings about temporary peace, wherein I decide to visit the local grocery and throw my bottled water at it's floor to reveal the garlic salesman hiding underneath the floorboards from minions of the Count who has decreed that garlic was illegal.

Perhaps I'm obsessed with the idea of pretending to be Simon, perhaps he really is just the world's biggest badass being able to beat Dracula by himself and then again later while he's dying of a curse placed on him by the same guy. You think I wouldn't want to role play as him?

A color palette of putrid dilapidation, reminiscent of Hammer horror films, a land that continues to be ravaged by monsters chaotically stalking about despite the Count's destruction. Simon himself now as pale as a ghost due to the curse that has been sapping away at him for the past seven years, a depressing tone for what should've been a peaceful reconstruction after our past victory. The last town in the game Ghulash is completely monochrome in color with only one person residing in it, showcasing the devastation that has expanded from Dracula's castle. The townsfolk talk in riddles and lies, done in either genuine good faith or as an act of sabotage to keep Simon from completing his quest for fear of Dracula's early return. The ringing of tears flowing from a ballroom mask echo across the land, a most legendary composition.

They say if you wish to follow up perfection, then you better hit strong, differently, or both.

As I have once said before, a game that becomes more enjoyable the more you replay is but a sign of perfection. For the original Castlevania it became more enjoyable as I grew quicker at conquering it from sheer skill, and for Simon's Quest it became more enjoyable as I grew more wary of it's tricks. Instead of a test of strength, it is a test of shrewdness and clever understanding. Whereas the original opted to try and beat you into the grave, Simon's Quest looks to baffle you with illusions and misdirection. Typos appaering, translations such as the Fist of the North Star reference getting turned into a weird shout out to the Galactic Empire's infamous space station, and signs of a rushed development seem to only help it, perhaps it is perfectly imperfect. A perfect sibling to what was a perfect game.

Maybe I am obsessed, maybe Dracula exists and he put a curse on me to forever defend Simon's Quest from the never ending ridicule that comes it's way thanks to videos that were made for humor back in the times of the ancients. Simon's last adventure now cursed to being used as the butt of a joke, and constantly used as a punching bag by armchair game designers. Those who hate are numerous, and me and my fellow Simon supporters are small in number, but we are steadfast and strong in our beliefs. We stand together in the face of hostility and look onward at the army in front of us, I unsheathe my whip, brandishing it in hand and turn to my allies with but two quiet words, "For Simon", I rush into the ensuing battle leading the charge into our forever war.

Our battle is never over, but despite our curse we forever fight to the bitter end just as a Belmont would.

Haven’t played yet but he erased his deadname? I’m so happy for his transition

(I'd like to go on the record as saying that I bought the Fear & Hunger games before the video essayists got to it.)

It's oft said as a maxim, "To steal from one is plagiarism, to steal from many is research". A common thread amongst many retro throwback indie games you see come out is a slavish devotion to a single game, or some dubious rose-tinted era that never really existed. Indie devs who's only real creative aspirations are "What if I made Chrono Trigger again?". Fear & Hunger 2: Termina at a glance could easily be thrown under this umbrella as well: it's plot is a whole-sale reference to Majora's Mask (if you couldn't already tell from the title alone). There's an enemy in-game that's just Art the Clown from Terrifier. Silent Hill, old internet urban legends, H. P. Lovecraft, Hellraiser, the list goes on and on. Termina could easily be filed under this umbrella of unfocused & derivative pop-culture worshipping games, but despite being outwardly familiar, Termina's greatest strength is it's sense of mystique and magic; it's ability to feel like a truly unknowable black box of psychosexual Eurojank horror.

Termina uses its myriad base of familiar inspirations and influences as a jumping-off point, a way to set your expectations before it pulls the wool over your eyes and shows you what it truly wants to accomplish. With a cast of 14 unique characters (8 of which are playable, each with unique ways they affect the core gameplay loop) and a 3 day time limit, there's a sense of wonder as you try (and die) again over and over, with each playable character & NPC having some kind of obscure interaction with other characters or the world that you can stumble upon multiple hours into your 5th or 6th playthrough still. It's structure of a large and relatively static world map, coupled with a downright sadistic and unfair difficulty almost lends Termina the air of a masocore game a la I Want to Be the Guy or Kaizo Mario. It's about venturing head-first into a challenge and getting your ass handed to you in a way so insane and out of left-field you almost laugh at the sheer absurdity of it if you weren't so pissed about your last save being an hour and a half ago.

Saving your game at a bed advances time and causes characters to move around, potentially die, and limit your ability to explore, yet is also the only reliable way to access the game's leveling mechanic to improve your character. Powerful enemies can randomly show up around town and deliver total party wipeouts. While enemy positions and item boxes are static in each playthrough, their appearances and contents are otherwise completely random and up to chance. This risk and reward throughline forces a different approach each playthrough with enough variety that it always feels like you're never truly in control of the situation, no matter how many shotgun shells your carrying around or how many people you have in your party, and it manages to keep up the incredibly tense horror even after you've been desensitized to the horrific monster designs & nightmare scenarios with the constant looming threat of losing progress.

Termina is a dubiously tactful psychosexual nightmare of a game that I can't get enough of. While it will no doubt be picked apart down to its very cogs in the future, I'm enamored by it's mystical black box nature and I hope the future updates this game is planned to recieve flesh it out even more. I can say with confidence that Termina is a cult classic in the making, and a bold new entry into the RPG Maker Horror canon.