my debut into the dead space series, i can see why it has bred an entire sub-genre of horror content. i enjoyed how aspects of survival, exploration, puzzle-solving, and combat all intertwined, as it felt as though each significant aspect of this game's identity had its time to shine.

hitting crits with the pistol felt gritty and satisfying. i had a great time during the first few parts of the game when i was experimenting with each weapon & excitedly sprinting back to old locations to unlock previously blocked off lockers/rooms the moment i could. i did notice that, toward the end, i started to find my niche with the blade shooter where i'd just spam blades at enemies and frantically look all around their weakpoints to easily dispatch them. also, as the game came to its conclusion, the story took an understandable stance, asserting itself as significant for the first time (at least beyond the notion of 1. look for x, 2. get clue, 3. run into obstacle, 4. explore, 5. fight big guy, 6. something happened to x, 7. go fix/find something/one else). the story was fine. the twist was fun in the moment, and the resulting boss fight was very enjoyable, however, the exposition that set it up wasn't anything CRAZY, in my opinion. it was certianly fun, don't get me wrong! i think i was burned out by the end by the way the mc was lead on and on and on by his gf.

nevertheless, good game! grateful they remade this in such a beautiful and atompsheric way!

This review contains spoilers

dkr crept up on me. i revisited it with the intention to feel some nostalgia & see what the single player was really about. at first, i was all over the place.

so many things interupted my enjoyment. 1) turning feels like it shifts you along the x axis, often times setting up for awkward positioning that feels frustrating. 2) if you bump into something, you are sent god knows where, facing whichever direction. even further, maybe you get only somewhat close to an obstacle whilst flying. might as well reset because you're hitting that obstacle & falling straight down. 3) rockets feel pretty useless, as hitting enemies (most bosses included) with projectiles literally does nothing to slow them down. 4) trying to hit taj the genie to switch vehicles? well he's doing everything in his power to prevent you from doing so. he'll turn at the last second, stop moving when you anticipate him to move, and, when you've finally bumped him, you have to hope that the game registers it as a prompt to start dialogue, because it seldom will. 5) not making clear how trophies are expected to be earned within an adventure save if progress is to be saved. this could've just been a me thing, but it was frustrating to have completed all 4 trophies to progress the story only to learn that, because i was in the track mode, none of it mattered.

BUT. then i unlocked drumstick. i started getting a hang of combining drifting & breaking to get around best. I learned how to use zippers in the most efficient way possible. i discovered the last world. it all came together when i played star city for the first time. i understood why people loved this game. that feeling of darting around, perfectly maneuvering around a level, was incredible. on top of that, of course, the music, art direction, and track/world design are all as outstanding as they are distinct from others in their genre.

and its got tip tup. what else is there to want. wake me up when mario kart puts in jungle falls, frosty village, pirate lagoon, greenwood village, and anything from future fun land.

2016

after playing eternal, man, this game just doesn't feel the same. i did LOVE all the clearly amazing things - soundtrack, combat, exploration, unlockables/upgrades.

after getting a grapple hook, flame thrower, better mods for weapons that make each weapon more exciting to use (shield on minigun for example), more diverse enemies, etc., four years later, it makes doom 2016 feel more like a wonderful sample thats good on its own, but only stands to improve by diving deeper into what identity it has here.

the things that i loved specifically of this game were was the dynamic of traveling back and forth between mars/hell, the audio recordings/voices that you find scattered throughout that are so gritty in their tones, and the consistenty abrasive vibes throughout each level/character/set pieces.

i mean i see why everyone loves this one. the gameplay is so fun to play around with and attempt to master. gunplay is responsive & diverse with all sorts of things to try out. the actual titanplay too is so much more fun than I remember when i played the first game back on release.

the story sneaks up on you. its so quick & outside of your relationship with BT, theres nothing else to really feel connected to, so as you're sprinting/sliding/running/whatever else, you're also being fed exposition & dialogue that ultimately makes you feel so sad when a robot throws you for the nth time.

its good!

i never made it to the end as a kid. past that, i don't think i even collected more than one treasure in the second zone. i mean i was in a perpetual cycle of days 1-3, heartbroken at the sight/sound of one of my little friends dying and losing their soul to the atmosphere. it was just so much easier to play pokemon/mario where i didn't feel guilty when my videogame friends died. as an adult, the first pikmin game was a fun and quick game that was a perfect slice of game for me. the moment i started to feel like i had gathered everything that this game wanted to tell, it was just about over.

as a child, any boss that wasn't a bulborb was monstrous. but, replaying this later in my adult years, i LOVED discovering each new boss and seeing how kooky they were. i also felt so smart when I figured out how to solve a puzzle/get a bunch done in a day/beat a weird looking boss! siding with all the pikmin lovers that the ost and charm are here. haven't played other games in the series yet but super excited to jump in!


my favorite parts about this game were fighting a toilet boss, making a murder-mystery/heist movie for owls, and discovering a book titled “Proof of Ethical Consumption under Capitalism” that had the pages blank.

remember that crazed moment in the late 2010s when people was losing their minds over getting the banjo-kazooie era 3d platformers back? and it couldn't have just been a new 3d platformer - it HAD to be like the n64 days. then yuka laylee came out and flopped.

I loved how this game seems to take inspiration from games passed and then adds its own identity to the mix. even if this game could be boiled down to cute mario sunshine x mario odyssey (down to how you take fire damage) it felt like a very charming & light-hearted experience that, by the end, had me feeling like I'd played something both new and familar at the same time.

pros: level design, characters, writing, art direction, progression, rewards/unlockables, sound design & ost

cons: inability to invert vertical camera controls, depth perception infrequently being janky due to lighting

i was so excited for a game like this - it feels like in so many fantasy spaces i'm consistently interested in this idea of religion & faith being used as core expository set peice in a way that portrays the belief system as unwavering & dark.

while blasphemous does an incredible job narratively with thorough and consistent story-telling through npcs, enemies, environments, and especially ost, i did not find myself enjoying my time with it as much as i would've liked. that being said, i can't argue that it isn't a good game.

as mentioned, the world-building is outstanding here. no mechanic, including menus, is spared from being capitalized upon to further your emersion into blasphemous's setting. your progression as you explore also feels generally appropriate - improving upon dps, health, and heals as you progress. bosses feel like they belong in each level, new enemies keep things engaging, and new quests/collectibles have you always finding a use for that random item you found ages ago - all of which feel as though they belong in the game you're playing.

i just don't think i like metroidvanias. overtime, i end up feeling lost and more connected to a guide than the actual game's story & environment. backtracking feels tedious and confusing as each (beautifully designed, in blasphemous's case) area begins to blend into itself and others. i begin to only notice how frustraingly far away an objective of mine is, as opposed to feeling an excitement to prove how my mastery of the gameplay has improved, or to put to use that new item i just grabbed, along the treck. i would often find a new, interesting idea/quest only to be more relieved that i found something new to progress through, not really taking in what new information is being offered to me as a player. furthermore, i just don't think im into the souls-like genre, either. while, again, the idea of journeying into a thick, lovingly crafted & detailed world full of despair, conquest, darkness, and hope sounds brilliant and exciting - in practice, i just cannot feel compelled to lose progress due to one mistake (or bug/bs), and have to run it back for a period of time until i get another go.

more specifically to blasphemous, combat often times felt aggrivating, due to you having a perceived larger hitbox than model at times, enemies being able to travel offscreen and continue to hurl projectiles/make quick dashes toward you without you being able to do much in time, and a few enemy designs that make cheesing a priority due to their insane dps, spawn locations, and/or quick attacks.

again though, i don't think that it's fair to say that blasphemous is a "bad game" - i think its fantastic. just not for me. i'm glad that i gave it a try over and over again, completing the first 3 bosses, the siblings fight, and two more fights, with 85% map completion, as it helps me feel more solidified in knowing that i gave it a valid effort. in the end, its more the genre for me that holds me back from completion - as as of writing this, i have no clue where to go or what to do, and i've lost the interest to pull up another ign page for help at this moment.


fun little golf game. as a kid, never made it past the third cup. as an adult, it was joy-inducing to see all the little uses of characters/items in each course as you progressed. so many things to love: character choices, mechanics, color pallete, modes, and unlockables.

one big thing for me were the animations for each character upon completing a hole. these are the animations I feel like i wish came back to modern games in some way - not that modern animation is anything to scoff at, but the character and charm of these old ones feels unparalleled in the present. double bogey as wario? accidently crush yourself with a boulder and then waddle around in anger. hold-in-one as yoshi? flutter around in excitement. definitley nostalgia for me, since I grew up playing prime gamecube, but those old character models/voices will never get old for me. it feels like the same boo model is in literally every mario game on the gamecube. they just never changed it.

i really enjoyed the mechanics presented here, even if I didn't know that you manually had to toggle where you're character would hit the ball, as opposed to only selecting the target pre-shot. that was fun to learn while on the back 9 of my last tournament. finessing each shot by changing up my club, power, distance, and location of where I hit the ball made it so that no shot ever really felt impossible.

lastly, if i didn't have save states playing my *legally back up physical copy" on emulator, i don't know what I would do. i was only able to complete this game in 10 hours because I could mess around with my options and see what would work best. unlocking shadow mario through completion of the ring attack mode would've taken me at least four times as long could I not have saved my spots.

a lovely, inoffensive game that is great to relax with and enjoy the vibes.

dredge was the first game since tears of the kingdom that demanded all of my attention for days on end. for two and a half days, i was stuck exploring each corner of the map, dredging up any treasure i could find, and completing the entire dredgedex. it felt like every time i found a new mutated abomination, i would say to myself "now THIS is my new favorite".

the art style, music, atmosphere, moment-to-moment gameplay, subtle storyline, and mystery all worked together outstandingly to create an experience that i will not forget anytime in the future. it perfectly toed the line of creepy/eerie and disconcerning. i constantly felt as though i was shifting between comfortable and not, which added to my enjoyment here, as for each moment exploring held an ominous tone, as did the times of safety and calm when at a dock/town.

only "complaint" would be how the story's interconnectedness and progression toward the end started to feel less woven together than it did previously - call it a side effect of long play sessions or it's coinsiding with my satisfaction with time with the gameplay.

enjoyed the combat & visuals, but only up to a certain extent, with each combat encounter feeling indiscernible from the last five. while the foundation may be there, it never expands further, as you shoot a group of 4 enemies, walk, shoot another group, walk, watch for traps, and eventually go somewhere else. while the visuals got the job done, the empty world you're meant to explore went above and beyond - in that there was nothing to look at or find that felt worth while.

story felt like it didn't matter, felt like anywhere i was i was in the wrong spot, and no matter which character/voice was speaking, i just couldn't care less. at a certain point, just noticed that the whole rigamarole was for naught.

noteworthy that i played this on my own when it seems clearly designed for groups.

see my mk8d review for thoughts on the actual game

i've gotten wild amounts of value out of my time with this dlc & expect to continue building upon my times in each of the new 48 tracks in the future. similarly with the base game, time trials offers me so much to work toward, in finding that perfect build & hacking away each possible millisecond in order to get what feels like a good pb.

graphically, its clear which courses came in 2017 & which came more recently, with blander textures & less "lived-in" spaces. this gripe could cover for the feeling that the track choices weren't the best - a disguised feeling of poor tracks actually revealed to be tracks that weren't taken care of as they could've been. tour tracks are a welcome addition as somebody that hasn't played tour, though.

definition of melancholy? the house that you explore throughout the game ends up being the main character as you traverse what seems like an endless amount of secrets & hallways that showcase tiny little micro-experiences per each of your passed family members.

the mood throughout is very grim as you learn of one unfortunate passing after another, each time returning to an enormous & empty home left only of secrets, books, and narrow corridors. the home does an outstanding job at what I'd imagine I'd feel like returning to my childhood home, years removed, only to find it in complete disarray. ominous and uncanny feelings filled me up as I walked about - an uneasiness that worked well thematically. the environments themselves are beautifully arranged and decorated & accompanied by a wonderfully somber ost. while this isn't much of a "video game-y" experience, it was a nice time to sit and walk about, learning of a family's tragic story.

deciding to call it a figurative day after about 15 hours in. while I deeply enjoyed this game's UI, visuals, combat systems, upgrade trees, fast travel system/load times, and character customization, combined, it wasn't enough to overshadow my inability to deal with this games awkward & uninspired cutscenes, mission designs, writing, copy-paste open-world, and story.

missions fell within a number of small categories, as most games within this genre do: talk-travel-kill; trail an npc; or search for a random item somewhere; all of which felt like I was working on the same objective, even if the characters, storyline, setting, and enemies were tweaked. cutscenes take this strange approach of crafting what seems like a portrait with Jin & whoever within, which may have been done to showcase the games' visuals, but ends up having me feel like missions are stagnant/don't matter, due to my feel of being removed from the characters & exposition. Jin feels uninspired and contradictory, as he holds himself up to this standard of supporting those on the island, but is quick to dispatch of any person that so much as bats an eye at the wrong quest-giving npc. the only interesting character (in my opinion following completion of the first act), Ryozu - showed some sense of direction & emotion, eluding to what great writing could have been thorughout your experience as opposed to tucked away in 1/5th of an act's missions.

from reading other reviews as well, ive also become too aware of this force-fed narrative of honor within samurai life, specifically within this game. while I am not one to speak historically on this, I would've wanted something that felt a bit more genuine, as opposed to hearing each important npc tell you about how important it is to fight/die with honor. at some point, it feels like an exhausted buzzword as opposed to a critical component of how one carried themselves within their business & relationships at a time in history.

for the first time in a long time, I feel greatly disappointed in a game that holds so much promises in certain spaces, but is lacking on other major ones.

aptly named, even if you're thorough, a short hike does a good job at blending exploration with respect for your time. you won't be discovering brand new worlds/areas that will revoke you of your evening, and you won't be finding secrets to change your entire gameplay experience. but that's not what you're supposed to get out of this.

instead, you'll see a couple cute creatures that yell little quips at you. some make demands, some ask for your help, and some won't let you join their rock climbing club unless you give them a seashell or something. its adorable, funny, beautiful, relaxing, and wholesome.

i thought of my sister while i played this, which was wonderful, since i don't have the opportunity to see her as much nowadays.

This review contains spoilers

the messenger was a game that constantly had me guessing:

"what's the next shopkeeper story going to be?"
"what crazy twist are they going to throw at me next? a new character? more time travel? completely changing the genre altogether?"
"what bullshit is going to make me die and then have to traverse back to where i was for five minutes next?"

while I cannot refuse to acknowledge the enjoyment that i got out of my time with this game, I must also do the same for the moments i encountered regarding frustrating hitboxes and overwhelming enemy locations/spawn numbers.

i deeply enjoyed this game's music, art direction, clear inspiration from games passed, boldness, writing, and boss fights. shifting from a linear action side-scroller to a deep & rewarding metroidvania could never have been predicted by me. and, as somebody that typically has a difficult time with the genre, i greatly enjoyed revisiting levels & solving inter-stage puzzles. however, my previous grievance regarding the enemy spawns/locations certainly heavied in my awareness as I backtracked.

as somebody that has played & did not finish both the messenger (finished half a few years ago) and sea of stars (20 hours in, ran out of game pass) previously to my time with the messenger now, I did feel as though the connections between the two were exciting at first & a bit worn out toward the end. this is, however, coming from a space of not being great at metroidvanias and needing more time & the accompanyment of guides, which furthered my exposure to things like the ost & enemy designs.

overall, I enjoyed my time with this game and would recommend it to those looking for a fun, twisty, comedic action/exploration title.