I'm not even sure what I'm supposed to write here other than THIS IS THE BEST SMT GAME I'VE EVER PLAYED!

Even with a few nitpicks towards a few aspects of the game, it finally feels like they have perfected the formula that they've been using for decades.

Everything in itshines from the moment you boot it up. The first thing I want to mention is just how PERFECT the soundtrack is! There isn't a single bad track. Every single song is superb, aiding in building a fantastic atmosphere and an epic experience, wether you're in a boss fight or fusing demons. And speaking of atmosphere, like almost every other SMT game, its just fantastic. The unique apocalyptic and high-stakes challenges and moments that you go through are very immersive and just absolutely engaging. In addition to how immersive it plays and how perfect it sounds, it's also worth mentioning how good it looks. Especially for a Switch game. It does take a MAJOR hit in how it runs, as you can clearly see the fps taking huge dips. But with that said, it's also incredible to see how marvelous the environments and designs are. The devs managed to pull it off.

The highlight of SMT V is certainly how accessible and refined the gameplay is. From battling to fusing, it feels like a modern and necessary take on an old functional formula.

The combat system is familiar, with quality life changes that makes it the series best. Fusion system is magnificent and works smoothly and with ease unlike previous games. Most sidequests are good, balancing challenging and rewarding tasks. And the bosses... they're a delight to fight. From optional to mandatory ones. They all hit the right notes. Especially the final boss and the game's super boss. Two of the greatest JRPG bosses I've fought in a while.

It's amazing to see that one of my biggest gripes with previous games of the series feels resolves. I hated how unbalanced and unfair they could get at times, and I didn't feel that at all with SMT V. Sure, rng can still catch you by surprise, but it's rare and usually just happens to the unprepared. Grinding can also be done pretty quickly. In fact, I only felt the need to grind for the super boss.

If there's anything bad to say about this game, it's certainly two things:

1 - The story can be quite shallow. It's good, packs a nice ominous vibe, at times it's as minimalistic as SMT 3 - but it just lacks depth! The characters are cool, the setting is good, protagonists are interesting and the whole conumdrum is bleak enough to keep you interested, but there's just something missing. It feels a little undercooked.

2 - Exploration sucks. It's the worst part of the game. The first and second area are great, but the third and fourth are MAZES! It can be quite frustrating, especially if you're trying to get everything, like the fun little Mimans and all amalgams. The environments, depiste how beautiful they look, can also look bland and repetitive sometimes.

But that's it. That's my long and loving review of the perfect game that is SMT V. It's definitely not for everyone, because it can often feel pretty niche. But it's a rare diamond.

One that looks, sounds and plays perfectly.

I didn't think HALO Infinite would end up being one of my favorite games of 2021. The series had kinda died for me since HALO 4, but with this one, the future is bright for Master Chief once again.

If I could use one word to summarize Infinite, it would be FUN.

I've played this game for a bit over 15 hours and I felt nothing but joy from beginning to end. The gameplay is just peak HALO! From multiplayer to the campaign. The environments are beautiful and feel great to explore, the level of verticality in the open world and interior stages is amazing, sidequests are fast paced and important to the main story, every gun is useful and impactful, multiplayer feels fresh... Everything just works and its execution is highly addicting. I almost 100% the map, even after finishing the story.

The reason why I think Infinite's gameplay loop works so well is due to its greatest addition. And no, it's not the new sandbox-style map. It's something simpler: the grappling hook.

Grappling hooks usually transforms the game and it wasn't different for HALO. It makes traversal fun and quick, opens new doors to improvise during combat, makes platforming a charm and it changes the game. It's so good that I didn't even care for the other equipments. In fact, changing equipments in this game is a hassle. I just stuck with the hook.

But the cracks in this near perfect HALO game starts to show up when the story becomes the focus.

Master Chief's new narrative is good. It's definitely a huge improvement over the 4th and 5th entries. The writing is good, the new Cortana is cool as hell, the Banished are threatening, Chief is better than ever and even Echo 216 gets to shine.

The problem is that it feels very incomplete. It's not well told at all. Most things happen before the game even start. Actually, almost every essential moment happens off-screen and even the cutscenes, while graphically impressive, feel a bit off. I also don't think it ties well with where 5 left off, which is absurd, since that game had universal-threats like the Guardians being thrown at you. And now they are gone. Just like that.

And as the story cracks are perceived, some of the bad leaks to the gameplay as well. Like how checkpoints happen at random. And how sometimes the challenge can be a bit too much. Or how driving any vehicle (except the Ghost) in this game is horrible. And then you notice that the final levels of the game, while still thrilling, can get very repetitive and sort of tedious.

But even after noticing these cracks, I also know that they're very small compared to how good this game is. This is the best HALO since 3. It pulled me back to a franchise that I absolutely love and that made me incredibly happy. This is definitely 343's finest work. Hell, they even made the boss fights remarkable and I don't think I can say that for past HALO games.

With a short and sweet open world, fantastic gameplay and an ok story, HALO's back, making this Microsoft's best exclusive game in years.

I'm not the biggest fan of platformers and definitely not a into games that require you to play with others in order to experience it, but It Takes Two became a high exception.

This game screams creativity and charm, excelling expectations when it comes to gameplay and variety! It's incredible!

Every level throws something surprising at you and it hardly ever makes it repetitive. Each new mechanic is simple to master, clever in its co-op execution and perfected by very well done level designs. You never know what to expect and once you discover something different, it always manages to feel fresh and imaginative.

Technically, It Takes Two is wonderful. Not only it plays great, with comfortable and responsive platforming controls, but it also looks beautiful. It's definitely not "net-gen-graphics", but it delighted me with nice textures, beautiful environments, good-looking monsters/characters models and high levels of charm.

As for the story, it's fine. It's not GREAT and most of the times it sounds quite silly, but it's sweet enough to keep you curious to see the end. I also love how the tale's pace transforms it into many other types of genres. For example, there's a boss fight mimicking Street Fighter and a Diablo-like level. Even the mini-games and the way you compete with your co-op partner ties into May and Cody's ordeal.

But I have to say that the writing could have been a lot better. It's fine, but it's just not remarkable and I blame the way it was told. I also felt like the game tried too hard to be funny and just failed. That annoying Book of Love, for example, is horrible. The worst thing about him is that he is crucial to the story and you're tied to him.

The ending is also quite hollow, in my opinion. It left me wanting more. Which is weird to say, because around the final two levels I felt like It Takes Two started to drag a little. Don't get me wrong, the fun-factor and entertaining mechanics were still there, but it started to get a little bit stale. And maybe one of the main reasons for that is the boss fights. Very few of them are actually cool. They are very gimmicky, lack any type of challenge and only end up breaking the pacing of the game's fantastic level design.

And one last thing that may come off as negative is the fact that you NEED to play this game with somebody. And not just anybody, you need to communicate and work well together to reach the ending. And I know that It Takes Two's entire foundation is built around playing co-op - and that's alright - but it sucks to know that many people won't play this game as it should be experienced or may never even touch it.

I didn't think I'd get to have time to finish any other game in 2021, but I'm happy that I finished It Takes Two. It was without a doubt one of the greatest co-op experiences I've ever had and definitely one of the smartest platformers I've ever played.

Just find the right person to play it with.

It took some time, but Tales of Arise did click with me! This is the second game in the franchise that I actually finish and although I expected a little bit more from it, I'm amazed with how it slowly became a game that I just couldn't put down.

This is a gorgeous game! The environments, enemies, character design and combat effects are great. It's a stunning experience featuring soothing scenarios and bleak dungeons.

While I initially didn't like the main cast, I ended up loving them towards the end. Character development is strong, well-constructed and pays off in the conclusion. By the end of the game I was almost part of the group and I think the more mature approach in the writting is the reason.

The story is also beautiful! It is a very long game, but throughly well-paced (except for the second half) and genuinely well told. There are so many nuances to each thing you uncover in the story and so many surprises and plot twists that it's hard to talk about it without spoiling anything. But trust me, it is a very deep and beautiful story, with nice character interactions, a good message and a charming ending.

But the true highlight of Tales of Arise is the combat. My god, it is fantastic! Fun, fast, addicting and a bit confusing, but powerful! It's definitely one of the best battle systems I've ever played in an Action JRPG game. It might not be as tactical as the likes of Vesperia, but it's definitely more engaging.

You get to feel that through boss fights. They're epic and amazing. Each one plays differently and you have to adapt to it. It's a shame that with so many things happening at the same time, battling a few of them (especially fights against the lords) can be quite confusing, with some of them being damage sponges. But they're great, nonetheless.

And while I may be gushing over this game, it does comes with a few notable flaws. The worst one is how generic it may seem at first. It actually took me a long while to finally get hooked, but when it did it hit hard! I'm not sure what it is, but there's something holding this game back from being truly incredible, in my opinion. Maybe it's the soundtrack. Good JRPGS are synonymous with fantastic OSTs and this one is just extremely forgettable. Side quests are also a mixed bag. Sometimes you're facing an incredible tough optional boss fight, sometimes you're cooking or collecting hidden owls. It's unbalanced.

I also disliked how they approached the second half of the game. It cuts the pacing of the entire story, slows things down, throws a bunch of exposition at you and stuffs you with a lot of dialogue. And I do mean A LOT OF DIALOGUES. It gets really boring before it picks itself back up again.

AND WHAT THE HELL IS WRONG WITH THE MONEY IN THIS GAME? EVERYTHING IS TOO EXPENSIVE!

Tales of Arise brought back the feeling of experiencing a good traditional action JRPG. It is quite a journey and one that I won't easily forget. Took a while to convince me, but I'm really glad it did.

More of the same... and I love this game for it! It's original, challenging, fast paced, creepy and addicting.

Only three reasons why it didn't score higher: lenght and lack of innovation.

It's too similar to the original and it just seems endless, which might seem cool at first, but it bored me a little. The last thing is the ending. You have to wait a bit over 2 hours with the game on to actually watch it. And it used to be 8 HOURS!

Nonsense...

Despite that, this game is great! I still prefer the first one, but I had a good time anyway.

Great charm and high accessibility tried, but could not save Kirby Star Allies from what it is: A fun, but short and weak ride through Kirby's galaxy.

Great soundtrack, sweet graphics, an endeering 'heart mechanic' and the easy to pick up controls helped the game to move on its own, but it just wasn't enough. Luckily enough, I played Kirby Star Allies entirely on co-op mode and that helped my experience immensely. Not sure I'd have enjoyed had I played it solo.

With all that said, this entry in this lovely franchise is just weak and shallow. Short and easy to a fault. It makes finding collectables and reaching 100% a boring chore and the level design is just bland.

It's fun, but it gets old quickly and just doesn't change things enough as other Kirby titles did.

I really didn't have high hopes for Star Allies, but damn... The only way I'd recommend this is if you have someone to play it. Otherwise, just stick with the other Kirby games.

It took me THIS long to actually finish Silent Hill 1. I did it, finally...

Although I'm happy to say that this incredible franchise's first game is indeed amazing, I'm also a bit sad to see how outdated it gets as the years go by.

I have to start saying that Silent Hill is probably one of the most unique games I've ever played. It's definitely not its sequel, but it's definitely one of the most remarkable games of its time. It may be outdated and rough around the edges but it's undeniably original, effective and essential.

Silent Hill 1 made me feel dreadful - but In a good way.

The main reason for this is atmosphere and sound. Few games actually got me this tense and unsure of my actions quite like this one.

The town is well-modeled and feels like an actual ghost town, environments are not pre-rendered and that might be the reason why it's all so strange and foreboding, characters are mysterious and creepy, enemy design is good, it's short with an INTENSE pacing, replayability is highly encouraged and the mood is just perfect.

Like I've said before, atmosphere and sound were key.

It's an astonishing work of sound design and ambience. Even if the game had no combat, SH's tone and oppressive music itself would've been enough to make you sweat.

The story also helps a lot. It's grotesque and often heavy. The mystery set from the start kept me interested until the end and although I feel like it could've been handled a lot better, I was craving to know more even after the credits rolled.

With all that said, I have to be honest: the game does not hold up. Sure, it is great, but it BEGS a well done remake.

Combat is downright painful, movement is stiff to a fault, puzzles can be very overcomplicated and enemy placement is just bad! Traversing SH's foggy envrionments should've been spooky, but the amount of enemies chasing and hurting Harry at ALL TIMES breaks the vibe. At least until you enter a place like the hospital or school. In fact, this is probably the main reason why I wasn't scared at all during these moments. Just upset.

The story's also something that felt a bit underdeveloped in my opinion. It starts off great, but fails to explain essential plot points and fill the blanks. It's something that I felt that could've been easily fixed, with a few more notes or cutscenes, but instead it becomes a puzzle of its own in the end.

As previously said, Silent Hill 1 is unique. What I've experienced here or in its sequence is something that I haven't experienced in other games.

It didn't age well and if you want the full story you'll probably need to Google it, but I'm pretty sure that you'll love it anyway. It's a fantastic survival horror game and one of the genre's most original.

Not much to say here. This game is amazing. It's the first Kirby game that I actually finish and I'd play it again and again.

Played the entire thing in co-op and I'm not sure if it'd hold up this well on single player mode, but that doesn't take away the fact that Return to Dreamland is extremely charming, entertaining, accessible, well paced and dynamic. Not to mention the soundtrack that, while it starts of as generic, it gets better and better as the game moves forward.

It can get repetitive, boss fights are a little rough, minigames are dull and playing as Kirby feels unique, but not quite as consistent as playing as Meta Knight or King Dedede.

Anyway, Return to Dreamland is a quick and amiable game that's easy to play and get lost in it. Go have fun with it.

Final Fantasy Type-0 is like no other Final Fantasy ever. It thrives in its originality while floating through the franchise's mythos and established lore. It's definitely not perfect, but it's a fantastic Final Fantasy game.

The first thing that I want to get out of the way is how good the combat is.

You'll spend most of your time fighting waves and more waves of enemies in this game. And I'm happy to report that the combat system in this game is astounding! Easy to pick up, hard to master, fluid battle system, fast paced, seamless grinding, good boss fights, unique characters that actually make a difference when building a party and going to battle, challenging and most importantly: fun and addictive!

It's impressive how the combat alone glued me tight. I could recommend this game based on just that.

Then we have the story. And this is where it gets complicated to talk about. But it's not bad at all. You see, I got quite attached to the characters and their motivations. The war and Orience's bleak setting kept me interested. This is the darkest and most serious Final Fantasy I've ever played and it works.

Most of it is due to the cast of remarkable characters. They all get their time to shine (some more than others, unfortunately), spending time in Akademeia helps to form a bond with their daily lives and the endings are very well done. The original/canon ending actually brought tears to my eyes.

The problem is that this beautiful story isn't well told at all!

The writing is convoluted and things happen way too fast. Too much of the lore and backstory of Orience and its past occurences are written in a tome. So instead showing it to you, they make you chase it. And what makes it worse is that those things are essential to grasping everything going on. And A LOT goes on.

Not only that, but too much of the content is locked behind new playthroughs. It'd be fine if they just added optional stuff to NG+, but there are new story cutscenes and important missions that you just don't get the first time around.

In addition to not properly telling the story, the game also fails in a few other aspects. Party AI should be better, sometimes it gets too tough even on standard difficulty, casting powerful magic and using items is huge hassle, RTS missions break too much of the game's pacing, there are too many characters to level up and there's A LOT of content gating.

Also, I just can't stress enough how weak the soundtrack is. This is unacceptable for a FF game!

Having said all that, I'm just very happy that I've finished this game. This is a very good Final Fantasy game, with its own successful original take, an entertaining cast of characters and a brilliant battle system.

For a PSP remaster, this is impressive. Play this one.

Resident Evil Revelations does exactly whats it sets out to do and actually manages to be a better game than RE5 and RE6.

It's definitely not the series' best effort and it feels too much like these two previous titles, but it surprisingly works.

The first thing that I have to say here is that it felt good having Jill Valentine back as a protagonist. Especially when you join with Chris later on. Jill's a very strong character for the franchise and I hope Capcom uses her (and a few others often ignored) better.

With that said, I also have to give credit to Revelations' new characters. I'm pretty sure that they'll never ever show up again, but Jessica, Parker and Raymond had their own strong personalities and motivations, aiding the plot to move forward with Jill and Chris.

Speaking of plot, the interconnected story in Revelations is good. It's Not amazing, but it got me interested. The whole FBC/Terragrigia revelation didn't make any sense to me, which kinda weirds things a little, but it works for the most part. Sure, the writing is still VERY cheesy, like a 'B-Movie', but that's part of RE's classic charm at this point.

The only problem is that it is very inconsistent in its constat change of characters and that problem leaks to the gameplay.

Jill's campaign is great and the game should've just been that. Exploring the ship carries a bit of RE4's taste and the level design, although not perfect, is decent. But when you go back and forward in time, with different characters, in different places, it slowly breaks the pace and atmosphere that the game itself builds up.

I mean, you go from elegantly doing puzzles and running away from Rachel with Jill, to completely changing your weapon loadout to play as two bland new characters (Quint and Keith) fighting hordes of hunters or an on-rails shooting moment with Chris, facing a giant worm monster, in a totally different map...

Add this to a few gameplay setbacks and Revelations starts losing a lot of its steam. The dodging mechanic sucks and it feels mandatory sometimes, using the Genesis isn't always fun or useful, movement is a bit clunky, inventory management is nonexistent, backtracking decelerate things and the final boss is the worst in the franchise.

And this is a shame because everything else in the gameplay DOES work. The atmosphere, shooting mechanics, Raid mode, cool unlockables, gruesome enemies (Rachel scares me), nice exploration and even SOLID water levels.

I am not sure how to accurately rate Resident Evil Revelations. I liked it a lot, but when I think too much about it, I can see its cracks. And there are plenty. Maybe the game just works better on a 3DS, but I played it on the Switch, so I can't tell.

But it's a grower. Short and sweet, like a Resident Evil should be. But despite its mishaps, I definitely recommend it.

SMT: Devil Summoner came as fine change of pace from what I've experienced in the Shin Megami Tensei franchise, but despite its nice ideas and simplistic enjoyable mechanics, it didn't quite stick the landing for me.

The beginning of the game hyped me up. It starts very well and during the first very entertaining three chapters, Devil Summoner showcases its strenghts back to back. The combat system is fun and accessible for anyone, characters and demon designs are great, the story sparks an interesting mystery, the demon investigative mechanics are creative and the cutscenes are nicely done.

Raidou Kuzunoka himself, albeit a silent protagonist, makes quite an impression and is definitely the most memorable character in the entire game. Add that to Shoji Meguro's fine soundtrack, the right amount of challenge and incredible boss fights, and you have yourself a strong start.

From chapter 4 onwards, though, the game's cracks become visible.

The pacing is dull and the story is simply tedious. The writing just does not hold up. I found myself wanting to go back to grinding and boss fighting everytime the story became the focus.

Fusion, something essential for SMT's fun factor is almost useless here. Demons take too long to level up, there's plenty of tiresome backtracking, map designs are unvaried and uninteresting and the soundtrack, no matter how good it is, repeats its 15 songs over and over again.

It's by no means a broken or an unpleasant game but it is, throughout its lenghty 30 hours campaign, quite a bore. I mean, come on, the final dungeon even packs a BOSS GAUNTLET! And I say this while praising the boss fights, which are probably the game's spotlights.

To me, SMT: Devil Summoner felt like a breath of fresh air for the series. Honestly. The first 3 chapters and the final 4 were great, containing everything right that this game carries. The problem is that the game has another 5 VERY tedious chapters that just threw the story and my interest through the window for a big chunk of the playthrough.

It's not bad. It's a fine action JRPG. But for a series with so many highlights, this is lusterless one.

It's hard to put into words what I experienced with this masterpiece. This isn't the first time that I've played Silent Hill 2, but it's the first time that I actually finished it.

I'm glad I did.

Ain't no point in delaying my verdict: this is one of the best games I've ever played! Silent Hill 2 isn't just a good survival horror, it's a deep psychological dive into the minds of disturbed characters, a masterclass in subjective imagery, a horrifying story to uncover and a stunning work of sound and music.

One thing that needs to be absolutely praised here is how this game uses sounds, noises, music and ambient songs to scare and soothe the experience. Not only every single noise, and even silent moments, is masterfully used in the right moment to put you in the mood that it wants you to feel, but it also packs a modest, immersive and beautiful soundtrack.

Thank you, Akira Yamaoka.

But sound design isn't Silent Hill 2's only key feature. The writing is interesting, level design is near flawless, pacing keeps you tense, the eerie voice acting fits the atmosphere, the dark graphics are nerve-racking and even the puzzles stand out.

Not to mention the story. In its own unique and subjective way of capturing your attention and desire to keep going, James Sunderland's melodic and frightening tale manages to tell one of gaming's deepest stories. It even manages to pay off with its 6 different endings.

The only bad aspect about Silent Hill 2 is that the gameplay is outdated. There's no running away from it. It may still hold up better than most survival horror games out there, but it's undeniably stiff and clunky. The camera sucks, tank controls are harsh, movement is too rigid, animations may feel a bit off during cutscenes and MY GOD the combat is bad. I know that the game's clunkiness adds up to its horror-factor, but the combat is just not fun.

The good thing though, maybe compesating to SH2's outdated mechanics, is that the experience is VERY scary. It messes with your eyes, ears, reflexes and perceptions. Even here, in 2021, this game is still one of the scariest and most intense games ever made, in my opinion. It not only does right by the genre, but by video game design as art.

If you somehow get your hands in this game, whether it's on a PS2, PC or even on the inferior HD remaster, you're in for a memorable experience. One for a lifetime. Especially if you're a survival horror fan.

Trust me. Take a trip to Silent Hill. You won't regret it.

This is nothing new and I should've listened to you all, but... I Am Setsuna is a painfully average experience!

It took me around 25 hours to beat this game and, sure, while it successfully manages to convey the feeling of a retro JRPG from the PS1 era, the nostalgia just didn't pay off in the end. It felt good at first, but the feeling fled halfway through the game.

I Am Setsuna is beautiful, though. The artstyle is pretty, the character and bosses are well designed and the soundtrack does its own thing, becoming a driving melodic force throughout story and gameplay.

The solid battle system, optional content, easy grinding and challenging bosses make for a compelling reason to get you to the end. Setsuna's conumdrum about her sacrifice also caught me intrigued. Her story may not be very well written, but the ending happened to be quite nice.

But it just wasn't enough. Nothing surprised me and things kinda fell off.

For starters, environments, world map and dungeons are extremely repetitive and dull. The main cast is insipid and their motivations and reasons to join Setsuna on her quest are mostly unconvincing. The choices you make are useless (especially the final one) and plot development happens too fast and too dry, turning a good idea into something half-baked.

I'd also like to point out that not being able to sell equipment or skip cutscenes you have already watched were big issues for me.

And that's kind of it for I Am Setsuna. A good nostalgic idea executed in a very uninspiring way.

I don't regret playing it, but I also feel like I kinda wasted my time. I don't …

I wonder how did Max Payne manage to be a trilogy. I mean, I get the importance of the first game, but its sequel felt so... odd.

Max Payne 2 isn't a bad game, by no means. By repeating most of the formula that made the first game so memorable, this sequel works fine. It just doesn't excel, develops or improves anything at all.

The writing is as good as the first game, the gameplay mechanics implemented in the first Max Payne still feels cool, the noir atmosphere still looms over the story in a very compelling way, comic-book-like cutscenes are still great to look at, the environments are still impressive for a game of that time, voice acting is top-notch and the soundtrack is smooth.

The story is very melancholic and dark. More than the first game, I'd say. And it works. Actually, as the chapters go by, things just keep getting better. Especially the ending, which is well written and heatrbreaking. In a good way.

Max and Mona steal the show in this game. In fact, I think their complicated relationship is the biggest driving force in this game. That and the 6 hours or so that you'll spend mindlessly shooting thugs, I guess.

With all that said, it's safe to assume that Max Payne 2 is a good game. Like the first one. But that's the problem. Most of this game's positive points are VERY similar to the first one. It's just too similar. And that also applies to the game's flaws.

Clunky aiming, at times too edgy, unnecessary bad platforming moments, poor and repetitive level design, atrocious final level, weak replay factor, constant framerate drop, so on and so forth.

Max Payne 2 relies heavily on the first game, not trying new things and definitely not fixing old mistakes.

It's a short and bittersweet game. Definitely not better than the first, while managing to tell an intriguing depressive story.

If you're a fan of the series, or maybe you just really want to check the trilogy out, I can recommend this to you. Otherwise, there's not much of a reason to do it.

Tales of Vesperia is my first trip into this franchise. After being swallowed by near 70 hours of gameplay, I can definitely say that this is a must play for RPG fans.

Like most RPGS, the artstyle is the first thing hurled at you once you boot it up. I'm glad to say that this game is beautiful. Not only the many environments you'll visit looks great, but character design, anime cutscenes and music are very good. The charismatic cast of character also helps. Yuri, the protagonist, for example, may look like your typical anti-hero cliché guy, but as the story unravels, you find out that he's a bit more complex than than your standard main anime guy.

In fact, most of your party members are fairly well-written, with good plots, believable motifs and an overarching development over the game's 3 acts. Patty, the definitive edition's new addition, should be enough to convince you to spend time here.

It's a pitty that, although the cast is great, the writing and pacing do not help the overall storytelling. This lighthearted story is good. It actually goes a bit deeper than most regular RPGS, but the RIDICULOUS amount of not so compelling dialogues and slow interactions kinda kills the game's rhythm. And while the story is compelling, its supposedly epic moments are somewhat dull. I blame the pacing. Vesperia kinda outstays its welcome, which is a shame for a game so good.

But while playing this gargantuan game, you'll experience one of the best gameplays that action RPGs of its time had to offer. The battle system definitely carries a bunch of shortcomings and limitations, but it works surprisingly well. Organizing your party and skills feels strategical, buying and synthesizing equipment and items is nice, boss battles are challenging, the game often gets tactical and intense, the AI works neatly, dungeons are simplistic and well-designed and pulling the right combos at the right time is addictive. It's all too fun. This game is from the XBOX 360 era, but yells PS2 RPG. And that is a fantastic compliment, in my opinion.

The thing is, being a product of its time, Vesperia's gameplay is filled with limitations and archaic design flaws. If you like to nitpick, you might easily fall off the wagon. The combat takes a while to get used to, movement is stiff, difficulty spikes towards the end can make it a little grindy, getting mobbed and stunlocked in any fight IS a thing, you have to wait the enemy get up so you can damage it again, there are PLENTY of enemy reskins instead of new ones and not every dungeon is fun. And then there are the sidequests. Probably the most notable problem with the game. They are missable, clueless for no reason and, sometimes, rather unrewarding.

Yet, Tales of Vesperia holds up reasonably well. I'm glad I got to play such an intriguing RPG. Its shortcomings and pacing issues may not be for everybody, but the game constantly compensates you for playing and spending time with this remarkable cast.

Play this game. It has Patty in it. Do it for her.